Transcripts
1. Alchemy Intro to Class: In this masterclass course, you'll be guided through alchemy from its absolute basics, right through to the
ninja level skills to make just about any
sound you could imagine. I've laid this course out
to start as if we know absolutely nothing
about synthesis and all the alchemists. And if you're in the
position where you already know some of
the basics and you already understand some of synthesis or perhaps
or advanced, you can absolutely skip those
videos and look to just learn from the sections that
are gonna be ideal for you. But for any beginners, we're gonna start off
from the next video, building up gradually
to understand more and more of how
can we works and how we can utilize its
different features and different tool sets to create
different soundscapes. So first off, what is alchemy? Alchemy is a digital
synth available only inside Logic
Pro ten and onwards. The thing about
alchemy is it doesn't fall into any standard category. It's not strictly
an additive synth. It's not strictly a
subtractive synth. It's not strictly a sampler. In fact, it can do all
three of those things, and it can do all three
of those things at once. We tend to revert to this as something like a hybrid sand. Many synths have a
single structure in terms of you will
have oscillators, which is a sound source which
goes into filter modules or a matrix for FM and
other various simple flow. However, because of
alchemists structure, things can change
and be reordered depending on the type of
sound source that you choose. So we don't always simply have a sound source of
something like a saw wave, which goes into a filter, which goes into effects, which goes to our master out. This can alter drastically, and we'll discover that each individual sound source
has its own signal, flag, has its own filters, and we'll then go
to a master filter and all can be individually manipulated and
changed as you go through to make things
even more complex, alchemy doesn't
strictly stick with any single sound source
option per sound source. Meaning you can actually have a combination of a
subtractive synth or sampled sound combined with an additive all in
one sound source. If this sounds over a
complex, that's okay. We're going to start
with the absolute bare basics and we'll go very slowly step-by-step
through the features and sets of alchemy. At first, we're gonna
repeat ourselves a lot and we'll go quite slowly
through each step. However, as we move on
through the course, I will simply stop
repeating certain things over and over initialized
preset and the steps for it, I'll simply start saying, we're going to initialize
the preset and at which point you should now
have learned how to do that. If you're finding that you're
watching videos ahead of time and you don't know
how certain steps work, go back a few videos, and I would have put that
information in there previously so that you
will in fact learn it. This could be a good way if you already have some
experience with alchemy to find the right starting place for
you in the course. In the next video,
we're gonna go over alchemy is GUI or GUI, graphical user
interface, just so we understand what each part is and how to
navigate around it.
2. Alchemy GUI Navigation: The first thing with
alchemy we need to understand is the GUI, the graphical user interface, and how to navigate around it. In this video, we're
going to break down those key factors
and where all of our key elements are starting right across the top of alchemy. We have solid gray bar. We start from the
left-hand side with Browse, sample and advanced. These are our three
main views in Alchemy, each one giving you
a different display of synthesis functionalities. Next section with
a drop-down menu, has many of our browser features that are available
in the browser section, but allows us to access them
from simple and advanced. The default section
will show you any current patch
name that is loaded. Whereas the arrows, it will skip through to the next sound. File, save and save as give us some functionality options file that allows us to
initialize our preset, for example,
pretending to default. So safe consolidated, which we'll dive into
later and refresh of library save allows
us to incidently save the preset or instrument
that we're working on. Whereas Save As allows us
to save a new version. While it can be important, we have drafted good, great, and ultra by default
it's set on to great. If you're working on
overly complex patch with multiple instances and
automations going, your system may struggle
with great or ultra, so you can reduce it down
for writing purposes. Remember that it will
be used to backup upon export may sound
slightly different, less than a limiter built into alchemy to stop as
having any accidents and sudden clips that could cause damage to the audio
equipment or you're hearing. We can disable it if we choose,
just by clicking on here. And this can affect
the overall sound, although only if you're
pushing into the limited, we then have our
overall volume control. By default it's set
to minus 12 db, can be pushed all the way to 0. If we hold Option and click
will always reset to minus 12 fourths because of having the limiter and the headroom, The Alchemy allows minus 12, the register as 0 on a
channel input of alchemy. The next window below
will be irrelevant to the mode that we have
chosen in the browser window. We have our browser section. We'll go over some of
the functionality of that in a later video.
Let me switch to simple. We have our simple
functionality and advanced gives us
all of the access to the inner workings of
the sin alone is much our simple function
will reduce to. However, when in browse
or any advanced, we have the perform an effects options as well
as demonstrated here. It changes different
parameters within your preset. This means you can
very quickly jump to a different set of
settings within one sound. Next we have a set of
eight macro controls. So we can link to things
like external hardware or just for quick reference for automations and
then to XY grids, again linked for automation. Or it could be linked
to something like the modulation wheel
on a keyboard, combined with our attack, decay, sustain, and release. Notice how all of these
can change preset, and that's how to navigate
the GUI on alchemy.
3. Alchemy Signal Flow: It's important
that we understand the signal flow of alchemy
when we're creating the sounds so we can
follow the path and know exactly what we're shaping, what point in outcome. If we move over to
the Advanced tab, we have our synthesis section across the top where
it says flavor. We've got ABC and D underneath. These are the individual
oscillators or sound create a samplers wherever
you decided to be in alchemy. And they have a signal flow
right through the engine. If we click on a, this
is a single sound. This has a signal flow of
the sound creation up here. In this case, the sample into
its main parameters here. So whose volume pan and it's tuning then goes
into its own filter. This case, it's
currently switched off, switches on, and then it
goes into its own filter. From here, we can then go into
the global sexual moving, going through the filter
section here as well. From here, it can go into
the effects section here. We have that in place at all. In this case is a few effects on here from the
Effects section, it comes back out to
our master section up here from our
single sound source, flowing through its own
individual parameters and tuning into its
own filter and go stupid label as two filters to pass through either
in parallel or serial. It can then be sent off
to the main effects. The effects units for reaching master out is this
diagram available, which he explains it
in further detail.
4. Using the Browser: Using the browser in Alchemy, if we never get to
the browse tab, we're provided with
all the options for the sample bouncing in alchemy, its sample library is vast. It gives you multiple options to filter down what
you're looking for. We go from left
to right where we have category and subcategory. These are the large scale things and instrument groups
you might use. For example, if
we're looking for something that contains guitars, can filter out guitars, subcategory then
gives us variations of those different guitars
or even just activating the category will filter
down the results on the right-hand side if we have all selected on the others, everything in here will feature some kind of description
of a guitar. We can click on
any of the presets to automatically login. We can filter it down further. If we wanted an acoustic
guitar, for example, let's make you sit
when our filter out with the acoustic options. Then look at things like
the genre of Tambora. However, these are
also adjustable menus. So we can take it down to
something like articulation or when the sound was made
or who it was made by. Fluids. All and all. For example, sound designer. Currently, we only have
apples available in here. It has none of my libraries, or later weeks ago
sound library, we can see the different things that they are grouped into. Cinematic, for example. And he gets quiet options. Using these different options, articulation set categories, we can usually find exactly
what we're after I was quiet. You can take things
a step further by using the rating system. If you hover over a preset, you can select any star ratings. If you find the sounds
you particularly like, you can mark it as
five-stars to use later marker is one star to
know that in the future, you no longer need
to use that preset. Generally, I'll just use the five and the one-star
to mock out things I like, things like everything
else will just be left. We can add more tags and
presets of our own sounds. For example, if we were
to make a sound or even save the initial preset file, initialized preset,
save as simple as that. Well, it is go into
our libraries. Here, we can make
new library for myself more safe,
simple, in-browser. Now, let's go File
refresh library. I went to no sound
designer and an artist. It's now have a simple edit and use attacks on
any of our sounds. You create any attack, somebody like all
presets and all options. You can filter out
using those tax. You ever sound loaded like now with the custom tag editor. And here we can choose the different things that
might be applied to it. We decided that it
was a lead sound, for example, analog and
the genre of John base. And let me close that.
Those types we now apply. Lead sound, analog, change
articulation to Genre, join, base and simple. So he's now you can speak regularly
creating your own presets. You might want to
have yourself a saved as the sound
designer whose go File and Save As if you want to
save your preset and have yourself be the
artist inside Logic, Logic Pro menu into
Preferences and then my info on the artist's name if you fill in
your details here, now when you save your presets
and refresh the library, you will appear as
the sound designer. That's how we navigate around
the browser in Alchemy.
5. Using Simple View: Simple view in Alchemy, simple view gives us
the absolute basics of what we need in
any of the patches. However, if you haven't
created multiple layers and South macros
and XY controllers, you'll currently be
presented with nothing and it doesn't actually do anything. You have to program
these into your preset. However, with all of the presets
included within alchemy, every single one
is set up over on the left-hand side we have eight different
variations of r sound. So it's a whole
does sound a move. We can move through those
different variations. You notice the x-y positions are also moving for each one. The macros, these would have been changed in
each preset variation. This can be recorded as
automation inside lunch. If we were to set our
channel over here from 3D to touch latch or right, we'll be able to record this. And if we simply hit Record, give ourselves a note, record this automation
in as well. That will be remembered
when we change our automation back to
read and play them back. This allows us to morph multiple parameters in a sound with one simple control him one simple automation
option if you're going to use a preset
and Alchemy using the simple view and manipulate
your sound this way is frankly the most
simple way you can do it. As we go through the course, I'll show you how to set this up and build it into
your own presets, as it was a really powerful tool that allows you to quickly open a preset and make a complex evolving sound
very, very quickly.
6. Navigating the Advanced View: Navigating the advanced
view in alchemy, the advanced view allows us to see the full inner workings of the alchemy sitting there
some few things we need to know as we're going
to navigate around that. Firstly, when we move
over to advanced, we have the global
view and there are multiple views withinside
alchemy is advanced view. The advanced view global is
an overview of everything inside it gives us a
quick oversight of the main parameters of
our four oscillators. It's just over here. Each one, a, B, C, and D hotel us. The type of sound
that's in here, whether it's a wave
or a sample patch, it has our key parameters,
volume tune pan, and the filter settings on the left-hand side here we
can individually go into each one of these different
oscillators and they can be sets of multiple things
when we're in one of these, for example, wearing oscillator a right now or sound source a, as they're not all
necessarily oscillators. We have our sound source
and we have our parameters, we have our filter section. That's all controlled here, as you can see, it's
LinkedIn with the GUI. This middle section
here will change depending on what kind
of sound we have loaded. In this case, the real samples, the real-time spectrum shows
up when it's on additive, vary depending on the sound. To the far right-hand side, this will be completely
dependent on what's loaded into your sound source wherever you are sound sources using, we highlighted in blue and the other factors that can be part of the sound source will
be highlighted in white. Everything else is grayed out in navigate to the other tab
options just by tapping them, selected one always
highlighted in blue. You can see the blue tab at the top of additives
that says no, this is an additive
sound source. The last option below here
on the left, It's morph. And this allows us to adjust the balance between
each oscillator. For example, here we'll tune
oscillator B up on octave, or a is down one octave. Using the morph we can
balance between the two. We have a further set of parameters linked
to our XY controls. Xy controls over here, simply control the graph
in the middle here, and allow us simple
modulators to work with it. We change the control. It's simply a different
method of working. For example, x fading
only allows us to linearly move between
a, B, C, and D. When we're in global, we can quickly access some
key features as well. Over on the right-hand side in the master section
where it says voices, we have all but we
can select a, B, C, and D individually to individually change the
output parameters of those. For example, if we wanted a two, always function
and look, but be, to always be triggered, we now have that as an option, look like parameters can also independently be routed
to each sound source. And that is how we navigate
the advanced view in Alchemy.
7. Navigating Oscillators & Sources: In this video,
we're going to look at the various sources, sound sources, oscillators, etc. That alchemy is able to do. If we go into our
advanced view and we're just going to choose
a as our source. Now when we load the
initialized preset from a file, initialized preset by default, we're presented with a saw in a asking you see it's
shown with the VA, shape slash noise
within the display in the middle is displaying very simply assault
wave pattern. To browse the other
single cycle waveforms that are available in alchemy.
We can click on the PS4. We have load Va, and here we have
basic which introduce our standard source sine,
square and triangles. Very commonly used in
subtractive synthesis. There are multiple others available in Alchemy by default, many and complex pulse saw and sine and
square variations. Particular characters
and sounds. However, VA is only one of multiple options available
to us in alchemy. Over on the
right-hand side here, like we saw before, we
have multiple options. We have our VA is our normal
loading up a single cycle, and we have additive spectrum,
granular and sampler. Each of these officers only at different benefits
and characteristics, as well as a different
way of interacting with the center if we choose
additive while I'm VA, we can see that VA is to
select it as our main source, have an additive options are available and we can
switch them on over here. Once we switch it on, we see
the additive is now also active or display in the middle has moved to the real
time spectrogram. Sound sources
changed to additive. Additive. We can do things
like randomized source. I think it sounds
very, very quickly. Additive also has
an edit function which is very different
to the VA function. Up here, go to additive. Here we're able to introduce individual harmonic
will go more into depth on creating sounds with additive and harmonic
and erasing later. Notice now that we've
activated the VA and additive were unable to activate things like
spectral pitcher, granular once we've made the selection and we've
initiated the sound, some of the other options for us will always
be grayed out. This is due to the fact that not everything can be combined in one sound source to initialize our preset again and see
that this is still the case. In fact, activating
additive turns on the format control for us. What we can do, It's great
to VA and disabled VA. If we wanted to use some of
the other options we need to load the sound source
for them to work with, or in some cases even an
image for them to work with. To do that where it says saw, we can load a source. Let us it doesn't say sound because there are
multiple ways we can work inside our commit to a source folder which
currently empty, but we can use pretty
much any sound source. So if I navigate to myself or library,
which we have here, and let's find a single
individual sample that we could maybe use. Well, hang on the cart load
y of samples this way. That's unusual if we
were to go to say, our desktop, but
we currently have some images where we
can't do those either. This is due to a rather odd
way that alchemy works. What we need to do is load a soar into a particular
engine in Alchemy, which then allows us to have other options. Let's try again. Let's click on PS4
and import audio. This time we're presented
with this menu. Now, we can simply
drag and drop, which I find the easiest
way to work from my sample. Every I could take symbol, one-shot, sound source,
a drag and drop. You can put multiples industry like we'll just work
with a single sample. In this case, we'll
just use the one we need to select sample. And then we're going to decide what kind of engine
we're going to use. We've got our analysis mode. We can have a discipline
spectrum format can be enabled on this as well, additive and spectral, granular
or Sanford this instance, let's take additive with
the foreman enabled. That would allow us to, and that will allow
alchemy to try and recreate this sound using
its additive engine. And they use a mapping
type as pitch. Got to tap Import.
Now, alchemists tried to recreate that sound
using is additive engine. Our quality settings will
greatly affect the result here. Great will do. Okay, For now. We go
into edit mode again. Have a look at additive Engine. We can see, Let's use
the series of harmonics, varying levels, lots of modulation over time
to create the sound. Map it across the case for us. Again, we'll dive deeper into this as we go
through the course. Now, what if we wanted to do something that was a spectral? Well, let's initialize
our preset again and do something as simple as
jogging image onto alchemy. When we drag that image over, represented with the
different options that we can put this image into. That's very useful. Let's
put it into spectrum. The reason for this are
the two main factors. Needs to be a PNG file, needs to be quite small. 800 by 800 is the max. You can really get out of it. Try and load a really
large PNG file, it will just wash
you out with white. My solution has been two-fold. If we go into Edit and
we go over to spectrum, when we go to image,
an input image, we can still grab that same file that for whatever
reason won't drag over, click Open, and it will be there for us as a sound source. We have a start and end points. If we can bring these over, we can start right
on the sound source. And quality is gonna
be a huge factor here. We'll just say I'll leave point. And now we can use this
directly as a sound source. Very unusual sound will dive
way more into spectral, how we can use that
in further tutorials. But for now, this
is just some of the sound sources that we can
use and load up in alchemy. And we can do four of these on each one of the
sound sources, making up for a very, very complex sound designed
options inside alchemy. As we go through the course, we'll look at the pitch and
formant functions as well as the granular and sampler
in far more detail. But for now that's how to
load and navigate your way around loading sound
sources inside the Alchemy.
8. Master Voice Section: Let's go over the
master section in the Alchemy GUI to better understand what we can do
with it and why it's there. When globe with this selected, we have mastery over here
to the right-hand side, some key things we have, our volume, volume is
already set to 0 dB. Now remember this is
not the final output. The final output
volume is sit here, and this is set to minus 12. That's because we
can exceed the 0 with a combination of all of
the different sound sources. And we just negate
that by having minus 12 to default out just
to protect anything. It's also either
limiter is present, the master has an orange
circle around it. This orange circle
denotes that is attached to a
modulation property. When we select it, we can see the modulation property
that is linked to it. We have a HDFS R1, a control envelope and velocity. This denotes that there's
a control envelope and the velocity of both affect volume on this
particular patch. And this is the default patch, meaning if I press the key gently, we can see the trigger. Your comes to this far around, depress it even lighter. So far, hard. This is how Alchemy displays. The control is also
linked to a modulator. Very quick visual
reference for us. And the master volume is
always setup to these two by default on an
initialized preset and you load another preset, it may be linked
to something else. Next to it is pan. Then we have the option to
obviously pan in our mixture, but we can pan directly
the sound master format. Panning only affects
the overall our, not the individual
sound sources. If we were to select a, B, C, or D, pan, would still any effect of the overall out
with multiple sources? The individual sources
we would need to do it from the individual
pain control. We then have coarse
and fine tune. This is global as well too. At the moment we have 10 octaves and one tuned down one octave. The course June would tune
both of those together. Regardless of what's
selected invoices. Same applies for
fine tuning voices allows us to individually control the playback of
each of the sounds sources. All but the last control or, and we have our
playback of always re-trigger or legato
on number of voices. By default, it's set to
eight, all the way up to 32. If you wish to
have a mono sound, we would go to one and set two. Legato. Maybe
introduce some glide. We can set the note priority. So if we were to hit
our maximum number of notes would be newest or
this lowest or highest. Take priority. We have
our bend range as well. Two up and two down can go all the way through to 36 notes, which is four octaves.
9. Exercise Swap Preset Sound: Well done in completing
the first section of alchemy masterclass in this part here I'm just going to give
you a very simple task. I want you to go through the
presets, brow some presets, and then look at altering a sound source in a preset you
like within your projects, will have some midi to
trigger the sound of alchemy. You'll have a preset
that you like. And I want you to
take one sound source and just simply look at changing different parts of
that sound source based on what we've learned
only in this first part.
10. Filter Section: Okay, let's break down
the filter section of alchemy and understand
the different filters that are available
to us as we create our sounds to navigate to
the main filter windows, which, which is the one
we're going to cover first, we have to navigate first to advanced and the first global. We know how to do
that at this point. And then the filter section
is outlines just here. Now built into it are
two independent filters, and each one can be set
separately and they can work in a variation of ways. What we'll do now is
we'll default are patches were to initialize
patch from file. And now we can see that just the top filter is activated and the default is LP 12 db smooth. What this stands for is low
pass at 12 decibels smooth, meaning it hasn't got
a resonance piping up an EQ or be able to show you roughly what that
would look like. So the low-pass would
be activating up here, that's low frequencies
are going to pass. The 12 db slight
would be like this. So it drops off 12
decibels per octave, then the frequency that
it would be set would be like so it's smooth. So there wouldn't be a resonance that would be with a resonance. That's the kind of
filter that we're introducing. At the moment. We've got Fx main and
it's fully sent to main. That means our signal
coming from our store goes into the filter
directly out of the FX. If we were to switch
on our second one, that's currently set
up exactly the same. And now that the
second one is active, we can see that we've
got this par sir. That means in parallel
or in series. In parallel means both
filters will have a signal sent to them and then there'll be combined
at the output. Whereas in series means the top one is then filtered
into the second one. I can demonstrate this
pretty simply if we change the top one to be a high-pass
12 db and play a sound. Currently got nothing coming
out. So let's filter that. We've now just got
some high-end. Now if we put this
into series and play, we're going to hear
out the second one is affecting the first. Listen to parallel, however, the signal's going
out independently. We can have a blend of the two, whichever works best
for your sound design. And we'll use some of that functionality as
we progress through the course in terms of
output before main effects, we can put some directly into our effects
chains effects a, b, and c, If you want them to negate going out to the main, maybe certain scenarios
where you want to sounds that are in parallel
once go to the Effects, it perhaps bypass it. There are some more complex
filters available in here, besides from the standard
low-pass, band-pass, high-pass bit crusher, comb
compressor FM for men Meccan, many other interesting
filter sounds. We'll use some of those
shortly to create some unique effects and utilize
what they are able to do. But for now, we're just needs
to understand that we have our filters that can be
set independently out. They can work in
parallel or serial. Outside of that, they have the standard controls
of cutoff resonance. And Dr. cutoff determines
the frequency. Resonance kind of determines
r cubed like we looked at an REQ and will cause a peak to happen at
the cutoff point. And Dr introduces amplitude
into the filter algorithm, almost all of which are programmed to emulate
an analog filter, meaning that it will
just store it in a very natural way and not
create digital clippings. Reasons like this, that we have our volume sets of
minus 12 and our limited engaged allows us to push an experiment
with sounds like that. In the next video,
let's look at some of the more advanced features
in the filter section.
11. Understanding Filter Types: It's important that
we understand what filters are doing to our sounds. So I'm going to use a
visual representation using the channel EQ of what various filters do and
how they would look. You should be familiar
with using an EQ. So hopefully this visualization
will give you an either of these filter names and the effect they're
going to have, rather than having to experiment
with each one you can then choose based
on your knowledge. In the previous video, we broke down the
low-pass, 12 db smooth. In this case, LP always
stands for Low Pass. When it comes down to things
like gritty and edgy, it usually is referring
to the drive mechanism, so the distortion type
and in some cases, some of the resonance that
may be already introduced, which we took low-pass at
24 dB edgy for example, we could expect to see
something like this. We've got a low-pass past
at 24 dB per octave. So very quick sleep, however, we're expecting to
see something like this in terms of the
resonance already, which we can only
increase and then we'll become more distorted
with the drive. When we move over
to the high-pass, we've just got the
opposite effect that we're simply high passing with say, 12 octaves. It's bandpass. That can become a little
bit more interesting. So if we've got our six dB, a bandpass and smooth, what would actually
be expecting to see is something like this. And we'd be moving that from a central frequency point
here on the crossovers, it's gonna be a very
gentle six dB roll-off. You're barely be excluding
any of the sound. But when we get to
something like a 24 can severely isolate the area if this sounds we're
gonna be occupied with because it become a
much tighter amount. Only a very small part
is getting through. When it comes to things
like the bit crusher and down-sample, they are directly affecting the audio output
of via distortion. Things like forming
that we're going to explore in more detail later. As part of the additive system, performance allows us to
control the fundamentals of a sound and adjust it up
and up, down and around. Formal control is something
you would often use to change the tonality of a voice from
male to female, for example, as we've also got things like
tube and ring modulation, these are all forms of
distortion rather than filters.
12. Unique Filters FM: One of the most powerful
filter types we have built into alchemy
is the FM filter. This allows us to do all of our usual synth process and then do some frequency modulation
control at the filter stage. And the show you a very quick demonstration of how
powerful this can be. We're just going to use our
default sound, the soil wave. And we're going to
have the initial default filter set on. We're going to reduce some of the frequency
backwards like so. Now being treated to only the frequency below
the 670 Hertz range, this switch on our
second filter, we're going to turn
it over to FM. For this to work correctly, we need to work in serial. So the first one will
feed into the second, smooth feeds down into
our FM or play it back now doesn't really
sound any different. First on FM, we need
to select a note. The low frequencies
and lower note works better around something like g, G3 to be pretty good. Slight change in sound. Now the modulation amount
when combined with feedback, bring the next even lower. We can combine this
with things like resonance and drive from
the initial filter. We take a moment and introduce
a very simple modulation. Somebody will dive much deeper too as we go
through the course using just our base soil wave. And these two filters
we can create very complex, interesting sound. The FM filter is an
extremely powerful filter, allowing us to completely
change a very simple sound, really simple exercise
for you is to take a preset you
like an introduced the FM filter and see how
you can evolve that into a completely new sound with
just these few parameters.
13. Exercise Filter Types: Great, So now we understand how the filter
system works inside alchemy as a task
just to make sure you've understood everything
that we've gone over so far. I would like you to look
at the filters and we can just look at the master
filtering out to me. I want you to manipulate it, choosing a particular
type of filter, such as the band-pass,
low-pass, high-pass. And I'd like you to
use automation to manipulate the resonance
on that filter. If you understand
all of those terms and they're able to do that. Fantastic, We're ready to
move on to the next section.
14. Oscillators advanced Tab: Let us look to fully understand the Advanced tab for
the oscillators. We go over to advanced and it puts us on global by
default, we've got a, B, and C, which is
our oscillators are sound sources as they
really are in Alchemy. And this whole section here, which we've gone over before. But now let's really understand what each individual part does. The very top section here, this is going to display
our sound source. Now we're working with
the initialized preset. So it is by default a song
on the virtual analog, which is the VA, sound source. So we've got our volume. This is amplitude only
applicable to this sound source. If we were to have,
say be active as well, and we were to turn down. It's only applicable to a now as well because
this is a VA, so it's virtual analog. It's designed to not be perfect, which is why those
two sores not always imperfect since it
allows us to have that kind of analog
feel right off the bat, this time be backoff. So secondary is pan. Very simple, but again,
it's only applicable to that sound source and
that allows us to do things like a
nice stereo spread. So again, if we use oscillator B and we can do
hard left and hard right. We can create a very wide
stereo field with this always inside the logic holding Option and
clicking anything will default an option for you. Now, next to pan is course. This is essentially large
movements in pitch. Move down 12 semitones,
That's a whole octave. Up 12 is clearly apart if fine tune that
allows us to very, very fine movement between
those notes in the octave. So between say, C and C Sharp, we can actually move
in-between those notes. And that's called sense. This can be useful for creating a detune sound into
similar effects. That's how we get that super saw a large pulse utilizing
just that functionality. If we were to enable
all for sound sources, Let's pan Am be hard
left and right, and will slightly
de-tune C, D as well. We can get a very large sound right off the bat just by using that
base functionality. Now below here we have some performance
instruction to have weight. So let's put that
up. Very simply. A pause for this
comes into effect. As you can see, it's done in increments related to your BPM. Then got our key scale
that can either be key MPB or just
kill off entirely. And then I'll loop mode. And this applies to VA, especially because we
have the single cycle. So is it continuous,
sustained forward, back? This can change how
the sound performs. Below filters, as
described before, we have these three different
options per sound source. We can have them in
serial parallel, unlike the main section here, we don't have the balance
between serial or parallel. When they switched on, each one has to be switched on
individually and you have a little blue indicator on your 123 to the what is active. We've got our sense of
where they're gonna go. They go to Filter 12 or to the effects or filter two
and the effects D. So all kinds of different
routing options available to us when we explore some of the unique functionalities we can get out of the filters by using them on the sound source rather than the filter section.
15. Source Subpage GUI: Inside each of our
sound sources, we have our sub page operators
or tools or modulators. And as we go through
additive spectrum, etcetera will dive
deeper into them by default on our initialized
patch with the soar wave. We have virtual analog loaded. When we're on a here we have VA highlighted over here
on the right-hand side, we've got a new
set of parameters. Now, as we can see it at the top here we've got oscillator. So our oscillator is generating a saw and that's
represented over here. Now that makes sense. However, the volume is
actually independent. So we have yet another
volume control, which is why we need to
understand our signal flow. We didn't have
symmetry which will have no effect initially. It comes into play as we
adjust phase and sync, sync allows us to
effectively layer up a sound by adding extra
semitones on top of it. Phase, by default is
currently set to random, if you remember before when
we initiated BY as well, there were slightly out of phase and that's due to
this random phase. If we wanted them to always
be perfectly in faith, would simply take
that down to 0. Number here is our
units in amounts, how many voices the sound has? The teaching is the
DC-10 phase voices at 0. They will simply stuck. In the course we have sinc involved as
well, changes the sound. Symmetry now has
an effect as well. We can do things like adding our envelope follower to our teaching value by
a very simple amount. You would have had that
kind of thing used before. So changing the direction depending on the
note that we write, if you put sync up to say, 24 allows us to
build a lead sound, we can start engaging
our filters now, maybe take some of the
high-end away a little bit, drive and some resonance enabled filter two and
make them into FM. At a much later. And an envelope
follower perhaps set it to see as a default, bring it down slightly. We could try our comb through
the same sort of effect. He's working in parallel. Just these very basic
controls are already able to start building
very complex sounds. We're just going
to keep evolving this as we go
throughout the course.
16. Comb filter as a source: One of the things we
can do is we can use our comb filter has
a sound source. It sounds kind of odd, but let me show you how that would work. So let's just initialize our
patch again to our filter, one inside sound source a, when the enabled, let's
switch it down to comb PM. I've already got an interesting effect happening
right off the bat, much like with the FM
trick I showed you before, when you bring this
down to a set, having it in the super high
octaves can be really odd. Instantly. A really interesting effect
you've probably heard used already in say film
for like a shutdown sound. Skill ourselves. A nice low note somewhere in the first
register, like C1. We think about feedback
available to us as well. So this feed it
back into itself. We're starting to get some interesting
sounds straightaway. That's with no effects
involved at all. When we go into the
modulation section, will be able to do
something like tying this note so it changes with
each of our individual keys. We can always have it relevant
to what we're playing, a really interesting effect and we'll go through
building that patch later using our comb
filter as a sound source. We can change the end result by also changing our sound source. So at the moment
we're using the soar into the comb filter
has our sound source. Depending what we feed into
it, changes drastically. Simpler we can do to take the sound design step
a little bit farther. Start with our basic cerium. Let's enable our comb PM tweet, right-click on the note
itself, note control itself, add modulation and then
envelope follower, an envelope follower one or the control shown here in the
modulation tabs just bring that down and we get a
nice little orange icon to show us where it's going to. Now when we play this will
have a modulation and pulling down through
notes and create some really interesting tones. Find it better if we start
with the lower registers. This is before we've even
introduced feedback. Just another interesting
thing to try.
17. Use FM filter as a sound source: In a much similar way, you can also use the FM filter as a sound
source in the filter section, again, into here, switch it on, then roll yourself down to fm. Works very similar to the combs. We could use that technique
of just right-clicking modulation and do the
envelope follower. Maybe bring it down to S4. Just getting a sine
wave at the minute. But as we modulation feedback, we use that modulation that
we connect it up, it down. You can create some
interest in Tony, Kristina low, and the entire upwards equally as interesting. Sound source still
has an effect.
18. Exercise Comb As Source: Well done on getting
over some of the more advanced
programming options we have inside alchemy. Some of these are very
counter-intuitive to regular synthesis
and what we may have learned previously or
even just discovered. It's unlikely that
you'll discover a lot of these things just by fiddling
around with alchemy, just to make sure
we've got a grasp of how many of these things, what I'd like you to on your very own setup and
use the comb filter as its own sound source and make sure that we
can correctly set it up and it correctly
works when we press different keys and it's set
up is that sound source. If you're struggling to
get that setup at all, it's worth going
back a couple of videos and just read
going over that content, especially the video named
comb filter as sound source.
19. Modulation Settings: So far in terms of modulation, what we've done is
right-click a parameter and then link it to
an envelope follower. In this section,
we're gonna dive far deeper into the modulation
section of alchemy. Have a look at some more
things we can control. Modulation section is only available when you are
in the advanced view, and it's this middle, a darker section just here. Modulations are shown
on the left-hand side. They're always relevant to a control that has
been selected. For example, here we're
on the initialized preset and we're in the
advanced view of a. If we click on teaching, it will now show the target
is teaching and that there are currently no
things linked to it, the different modulation
parameters we have. And then over here on
the right-hand side, and they work in a TAP
system with LFO, DSR, etc. Across the top here
to link a parameter together over on our
left-hand modulation section, we first need to switch it up, choose from the drop-down. So in this instance
we've got LFO selected. We can see its
current LFO one here. I'm gonna take LFO one is now linked together but no
effect will take place. We have to apply a depth. If we take a look at ditching
as we apply the debt will see you take effect
in this case person LFO, it goes in both directions. Depth will simply initiate the initial direction that
will take based on the LFO. So now we could apply the same LFO to the
pan of the oscillator. We have a look at
our eight sits on. So who select Panther? Same process, turn it on. That's LFO. Lfo one. Whenever we are able to pan left to right with the other five. If we need to use a, another LFO for another use, for example, in this case, let us now control the
volume would select Volume, got to send it up to LFO, will choose a new LFO, LFO view here on the
right-hand side, we can now see a current
one selected is to two. Now the second LFO, this was linked to
the volume core. This is the most
simple routing method, but modulation parameters
inside alchemy. Now let's dive a little
bit deeper into what each one of these does
and how we might use it.
20. Alchemy LFO controls: Let's understand LFO control. Again, we'll start with
our initialized preset. This time, let's go
to the global view. Well then you use
the LFO to very simply control the
cutoff filter. Cutoff filters to something a little bit more interesting. Let's go 24 dB, edgy. I'm going to play a
note and bring it back. Now I've put a single note just so I can press Play
and have them repeat. That should work. Now
if selected cutoff, we can see that it's
highlighted in blue. Modulation section
says filter cutoff one neighbor that we're
going to select LFO, I'm going to use the first LFO, LFO sign that brings
them over for us. We apply it, we will now have
them moving cutoff filter. Most obvious
controlled we're gonna look at is right here, sink when the blue lights on, it sinks to the
BPM of our track, the Trust currently at 120. Let's move it up to 174. Now, directly linked to one
over four. Slow it down. Now one psychopath
or BPM, speed up. For far more independent tuning. If I leave it there for now. Bipolar can also be switched
on or off, as you can see, once we switch it off or cut off now only goes in
a single direction. Those are our two features that automatically highlighted. We know that this current is just simply the
naming system used. So we know that LFA-1, It's the one we're
looking at and what it's linked to next to it, we have file, and here we
have presets to actually upload various presets of
different other photos. Trigger very simply decides
when this triggers. Is it triggered with each note? Is it always on, off
the forest and effects. Much like with our
virtual analog. We've then got a shape and
we can use pretty much any of the single cycle
waveforms as our LFA. The cycle through these some of the more complex ones
might require sink great things like delay. Delays ever live into the
sink as well for sounds sank off in milliseconds with
sand Kong at the intervals. Delay is the length of time before the other
firm has an effect. We have a whole cycle that before the other
phase takes effect, attack is how much
of the effect is phased in over time
and over what period. And then phase is the phase of the cycle home
where it stopped. In case we've selected something else and we happen to
be working on here, we can show target Louis, show us a list things
were connected to. In this case, we can
see filter cutoff one, those who have controls
for an LFO modulation.
21. AHDSR envelopes in Alchemy: Let's learn about our, AH, ADSR envelopes by default when we do our initialize patch, we've got this just here
in front of us here, and it's linked to
the master volume. When we see it just here, it's actually grayed out and it's linked to depth of full. So it always just gonna
be turning the volume up to the max based
on this envelope. It's very simple,
common envelope. What we have at the moment
just instantly triggers the sound, then releases. So let's just go over all of the parameter size of things. Attack is how fast
the envelope takes effect if we push this
right and we press a key. Now it takes longer for the sound to get
to its full level. Important to note with these, these handles here
can actually be adjusted and you can have different velocity
curves as well. Hold is how long the sample or sound will be held before
the decay takes effect. The length of the k is
dependent on the sustained. If I bring the sustain down, we start to get a
drop over here. You see the hold
is the length of time before that
decay takes effect. For decay is the length of time between these two points here, the sustain is the amplitude
level, longer whole time. Lastly, release is the
length of time it takes the note to go to 0 after
it's compasses sustain. We can adjust this
curve so it holds for a longer time and then
releases very quickly. These can be triggered
with a sink as well. When we turn sync on, we can see our
measurements in here. So this is over the
course of one tick, there are some graphical
glitches that tend to occur, but there was snapped back in. Once we're on sync as well, we're able to time
things a lot more. Sink becomes even
more useful later in this kind of use where we can create patterns outside of that, everything is the same as the LFO in terms
of how we link it, how we make new ones, were purely use it as an
envelope control over time.
22. How to Control Filter: Using what we've learned so far, this create a very simple
sound and we'll start with some filter modulation just to enhance that sounds slightly. So what we'll do,
we'll go file as always initialized our presets. Let's go into the view
for the PS4 wave. Let's use the voices. That's bringing it down
on octave as well. All right, so we've
got a very simple sort out just using some
very basic parameters. Let's give ourselves a filter within the sound source itself. And let's take the low-pass with 24 dB rich square a
little bit of drive, tiny bit of resonance. And we'll link the
cutoff to an LFO. So we're gonna highlight
the cutoff like that. We now know this is this
modulation section. Switch this on to LFO, will use the default LFO, have an asynchronous, we'll give it the amount we can
turn them bipolar off. So it only closes it, which gets me to bring
our depth backwards a little bit faster. Just a resonance,
driving bit more. For the next part, Let's look at using some ADSR control just to
further develop that sound.
23. Controls With ADSR: We've built this
basic saw what will sound a little bit further now by using some envelopes
and, AH, DSR control. Let's get back into
our sound source and let's maybe
do something like have the resonance buildup
over time using an envelope. So if we just control,
switch it up, we're going to go to ADHD SR, and we're gonna go
to a new angst. Remember, one is
always associated with the volume and we're going to apply it so that the
resonance goes up over time. We're going to set it to sink. So it happens over a set
period of time and we'll bring the attack
along like that. So it builds up
over that period. 3333333333. 333333. So we make use of
the whole being exact and then we can make use of the sustained being
ever so slightly reduced, we have the releases almost instantaneous, like
say 333333333333. Choose a nice tight where we
like to come to factor it. Because I live a
bit farther back. 333333. Try dropping this
down even further. 3333333333. In 333333. We could also do
something similar with the teaching teaching
switch to on. Let's give this
another new ones. We've got 12 active when they can new one again,
and let's have it. So perhaps the teaching
starts really high up like this much and it just
pulls into control. The way back down. Here. We just have a smaller
attack to do that. If we do really exaggerate it. Quite cool, whichever really
quick effect on 33333333. We can even adjust
something like the pitch we could go
global for example, and do the course
tune like this. We could assign to
control, we could have it. So maybe that sounds pitches
up right at the start. So let's bring this down one octave and then we'll set notice as well when
it's linked to here, we've actually got the
semitones so we can bring it up exactly
back to the octave. It should be in like so if I slightly
attack to do that and then I still depend entirely
on the longer we did. Just a few things
that we can control with that sound. Then. Let's save our preset. Now. Let's go save as, and we're going to save
it into our libraries, will do it under,
under this example. Wobble. And that will
be available for you to download if you had any trouble following along with the ethyl. We've got example wobble. So remember what we learned
about our browser as well. Can you go down to
use attacks on this? And after we do a refresh, it will be there force,
say refreshed Library. And here we have our example.
24. Alchemy Sequencer: Let's now explore using the sequencer as
modulation effect. The sequencer allows us to do things that just simply
aren't possible with envelopes and LFOs
because we can choose a sequence of events to occur
to a certain parameter. So we set this up like we would any other modulation option. In this case, let's try it
on something like the pan. So it's very obvious to
us if we choose Pads, switches on CO2 sequencer
and we can use sequence of one as we haven't used any sequence in this patch
it, unless it's for pan. If we push this left and right, it only goes in that particular
direction, the sequence, it doesn't support a bipolar
option like you find in the LFO solution for
this is to pull the pan all the way to the left and then use the depth and the sequencer, push it all the
way to the right. This allows us to cover
the full spectrum. It will send means that
the sequencer can be set to stay where it is on the left or push all the way
over to the right, much like before we've
got current and then file to load up some
pre-made options. Whosoever very useful
or randomize option, beautiful randomize. It will give us random values in our sequence here on
the right-hand side, think of these values
much like you do a miti night records
from 0 up to 127, each point on here and where we set it to in terms
of this percentage, will correspond to
where it goes on. Our depth over here on the pan on 0 would be policed and left. A 100% would push it further to the right three, play a note. We can see that's the case. It's to make it go
from left to right. Very simply put in
a pattern like so. Sequencer can also have swing
much like he would sit on, say, drums with your
quantize options. Let's just allows a
more natural feel in the sequencer itself. So if you do something like 55, now a bit of swing
and feel to that. Who wanted to do something soft logarithmically growing up feels like his
circling us right? Now, underneath each option here we have this little icon, just one is switched on there. This essentially means it's
linked into the next one. So rather than each
individually triggering, it runs much more smoothly. Fishing here, when
it switches off, we experience some choppiness, smooth kind of feeling, which for all of
these on seamless. For us the chopping is success because he really
triggers each time. Never a TOC time set
to slowly increments. Triggered times
can vary as well. Fairly stuff is
currently set to off, but this can be done in
various increments by the, by the cell. I didn't. Modes can be set to
values, thanks or swing. Here we can change the
spring amount in-between each individual section with
a length of Helena is held, meaning we can host some
notes for shorter durations. It's sequences permit
overly powerful tools. We can control all manner of different details and we
can even do something like fine tuning the moment this pitches up with our
initial, AH, ADSR. Let's add another modulator
in form of a sequencer. Let's do a new sequence
and control Weiss, let's have this sushi
for hole on the octave. Now the notes in here, because it's erasing
another octave, have them smooth.
And she's a whisper. Means we can dial in
melodies using a sequencer. That's an introduction
of some of the things you can
experiment with and the benefits of using the sequencer as a
modulation source.
25. Why use a Envelope Follower: Let's look at the
envelope follower, or the envelope follower does, is it tries to interpret the input and assign it
a sensible envelope. This is kind of like
limiting your key. So if I press a key
really hard and they have really soft afterwards. And you can see the softer
lines and my actual presses, It's really hard sharp presses
and the employee follows, just tries to kind
of compress or limit those and make
them more playable. Let's just initialize
our presets. Over to the ambulance follow-up. See the control that's
giving that we could get the science of the envelope
follower to the volume. Instead. Say the velocity here, Let's go envelope
follow it instead. You get back. You can see here, no
matter how hard I press the notes is very, very subdued. The envelope follower controls a lot more what's going on. There's a couple of
things we can do here in terms of adjusting it. We've got an attack
and release time. So if we put the
attack time right up, similar applies for
the release time. Before the overall scale. How much can it control you? You can see that the scale has a drastic
effect as we introduce it. That's what the envelope
follower allows us to do. Beforehand. We use this race
specifically on, say RFM, a filter as a control to a, switched our filter
on them went to FM because this
was set to a note. Initially, we linked it
to envelope follower. This is why this worked for us. Because we're limiting
the control and not allow it to fly across
all of the notes. We are aligning to
have some movement. Just a scale. Same as if we adjust that
sack and our scale. Get those great sweep in towns. Some uses of the envelope
follower hobby use it in some other essences as we
continue through to useful, to just felt
allowing you to play naturally but limit the
impact of what's going in. Just you can have
some extra control over those effects
are modulations.
26. Alchemy ModMaping: Let's have a little
look at what we can do with the mod map option. For the MOD map is a controller for the modular is itself. It seems a little bit confusing, but let me show you something
that we can do with it. I think this example of
how we can use that, but it effectively
allows us to do, is do things like set
certain keys to have certain modulator parameters
are initialized preset. And what we'll do is we'll take the course pitch
over here overall, will dial it down 12
semitones being one octave. We're also then going
to link that to an LFO, interested in new LFO here. When I tell that to go
back up 12 semitones, if you've been having trouble
dialing and you can always double-click and type it in
right now that does this. Let's slow their
rate down a little bit just so it's
easier to take in. It's pitched up and
down one octave. What we can then do
with the mud map, we're going to enable
the month map on here. And we knew Mark map. And we're just going
to set ourselves some limits so we
can limit the notes. It can actually go to within the octave on snap
here, Let's take it. So we've got six by 12. That gives us the
option of having six notes by 12 variations. In fact, we'll do that by five. Then we can just do it in twos. It's what we can do here
is double-click and it's going to create a point
based on those snap points, like we've only got
this specific point and specifically 12 up so
that one octave, right? So the first one just says 0. Next one, say two
semitones up 5912. Now when we hold the key,
it moves up in those steps. We head back over to our
LFO and we change it from sine to like a random Hold. It will now be able to randomly go between that set of notes. If we turn off bipolar
and go back to our mud, will now be able
to cycle through those different keys
based on that LFO. Now if we apply our rate
to something like one over eight and we'll
basically have an arpeggiator, a monkey. That's effectively the
power of mod mapping. We can limit those
modulation parameters to be really specific use
cases like this, making a very
simple arpeggiator, being able to hold one
k1 just locked into, I think I've got the
right pentatonic tone of whatever keyboard pressing. Or there's not a huge amount of time that I tend to
use the mod mapper. This kind of use case is
really, really useful. And you can also do it
to do things like adjust velocity curves and make them non-linear and
things like that. So maybe we use
some of that as we go through some of the
patches later in the course.
27. Be Creative with Modulation: In this video, we're
just going to look at some of the things we can do creatively with modulation and some of the ideas that
we could maybe look at to just do as creative design wise or just experiment
with as always, go in default the patch to
the initialized preset. One thing that we can
doing is I didn't modulation to say
the morph option. So let's turn on a second
oscillator and it will have a single saw
on the first B. We'll do it teaching version. Then we'll utilize the morph
to move between the two. We'll change it to
a linear faith. I would start on just a as well, just use envelope
to control that. So we just select that and
switch it on ourselves and new envelope on
sync or have it. So over the course of say, half bother, half
a measure there. So it will just fade into somebody who like
that should do it fine. She died it back maybe 5% sure. Greet into B. It starts with the initial
just single-source. Moved into being much
more spread out. Simple wedges blending
the two together. We can set the exact time
and that happens over. You can decide if it
happens suddenly. It on that perhaps we can make some kind
of filter parameter. So let's go back into the label. Let's have a look at
our filter just here. And then maybe it will
take something like the low pass edgy again. This link that to say a sequencer and we can
use sequence of ranks. It's not used by default. We could just give
some set of values. And if we don't want to
control that like that, we can just go randomize it. Just so it's nice and smooth. Maybe I ever long
period of time we want the resonance to build up. So let's go into the
resonance and let's give that a life
of its own and it will sink that will
give that full like two bar builder to really push that resonance
up, say halfway. Now, let's make you so the resonance takes
a whilst getting there. And we can time these things
in without music by using the sync options and knowing exactly how long are
they going to take effect using the different
curvature options as well, and how even delay them
and things like that. There's just a whole host of different things that
you can go into. And so far we've
only really touched the surface using the VA, aspect of alchemy we for all the other synth
engines to go into yet and you can modulate a lot of those parameters as
well to really just experiment and think about the kinds of sound
you want to generate. And then how maybe you
could get there and create that by modulating
certain parameters.
28. Filter Cut Off Modulation: Well done on completing the modulation
section of alchemy. I guess that was a
really intense section. There was a lot of information
and a lot to take in. Alchemy is overly complex
with how much you can modulate and manipulate all
of its different parameters. For this exercise, what I'd
like you to do is again, use the comb filter
as a sound source. And then I'd like you to set up some modulation to modulate the cutoff of frequency of that filter in the sound
source to shipping. Now that you can
trigger alchemy, it will use the comb
filter as a sound source, which is already a bit odd. And then that's going
to automatically modulate when that
sound is triggered. If you're struggling
with any of that at all, go back to the video of comb
filter as a sound source. And if you're struggling
with the setup of the modulation at all, have a look at the
video control filter. Again.
29. Additive elements controls: Now we understand
what additive is. Let's have a look at some of these controls to figure out
from our initialized preset. I've onto the far
right-hand side where we can select our
different voicing modes. It's currently on the VA, that's NBA off choose
additive and just switch it on the controls overall when
we press a tone right now. We can also always
like we had before, that's made in the
additive synths engine. No volume does as we would
expect, as you can see, to represent it on
the spectrogram, it's lower than
volume by the color. Now the number of partials
is very simply as how many sinewaves alchemy is allowed to use to generate the sounds. Now, the way alchemy
is programmed these work well in
divisions of four. If you think things like
storage of RAM 481632, that kind of thing, those
intervals can go in-between. Absolutely, It's just designed best to work in those
intervals if we were to bring this down to just the one
which can have a sine wave or a sine wave. We introduce partials. Holiday straightaway. This is just all sine
waves laid on each other. As you can probably tell, this is incredible
for sound design. The VPN is tuning of
all partials together. Now let's switch off this pulse. So he's kind of like
3D effects channels, but they're not actually affects because they directly affect the sinewave generation before it goes to an effects channel. So this is what an
additively turn it off. Back to our Steinway. A slightly different
characters at the sound. Who switches from
science of complex. We're also able to do
things like symmetry. Now we're still
unsigned at the moment. That's on the basis that the additive synth
engine here is using sinewaves to
generate sound in complex. We can then use our VAs and
we can use other waveforms. This is a little more intense
as you might gather limits. It's going to have some
serious effect here and there's symmetry comes
into play here as well. That's purely the symmetry
between the different options. With additive, really important to note that the
more parsers we use, the more complex things get, the higher this is gonna be on a CPA TMA function needs to
drop down to good or draft. I. Go back to the sine
function for now. Let's just reduce
a posh was down to that nice if organ time,
we had that in here. We've got a self sub controls and we're going to look at
those in just a moment. A few different ones
that we can layer in or they are different and
new and each channel, as you can see that
now this isn't the only way we can
create a sound. We will say over here,
we have additive, we have Edit, and this gives
us a whole new window. Jump over to either sit
against the moment. Here we can actually
drawing are impartial. Create a sound
completely from scratch, hit Mode up the top here
allows us to do things like bring all of the even ones in the area we've got selected. The higher we go, the
more evens it will bring. You remember from our
introduction to synthesis how sound waves are generated
by odd and even harmonics, allows us to very easily
generate those waves, except we get higher up. Probing wouldn't
be evils in here. Just as easily take them away. And this is a volume
we also have tuned. We can do individual tuning
for individual partials. We can do individual panning for individual parts
partials as well. Really interesting
results and we can do phase changes as well. Just clear that and get back
to where we were initially. In the next session, we're
going to explore resynthesis and then we'll look
at the additive effect options as well.
30. Re-synthesis: He rates it. Here's something
really interesting. The sounds you're about to hear is resynthesized inside alchemy. Okay, So it doesn't sound
like a complete Trump, but that's a really
complex sound for a synth to be generating
in real time, right? This has been generated
using resynthesis. This means we can
take any audio source and turn it into a waveform. Because it's a waveform, we can do all the things
in Alchemy that we've learned so far to manipulate
it and editor, for example, this drum loop here, we can actually go into
the edit, an additive, and we can see every
individual elements and modulation across the
farm that controls it. Let's create one of
these ourselves. Let's initialize our preset. As always spend,
we're just going to use a piece of audio from logic, but you can use any
piece of audio you like. I'm somewhat limited
because I'm teaching. Let's go into logic,
sample, leaps, library, and let's try something
a bit more adventurous, but let's go with a vocal. Somebody a little bit shorter. We can drag and drop this sound. I ever had to act as if it's going to take a moment just to get a pray
Father that sound. Now, if we changed the quality engine, something like ultra, closer, always going to be relevant
to the key we choose. We can also do
things like tuning. Very easy way to speed up effect that we can take
our course June. We can manipulate that to ADSR. You can sync it
and give ourselves a nice one bar, long a top. And let's have a
nice vinyl speed up, bringing it back it to flatland. See we can do that pretty much any time periods we choose. As we learn more about
additive synthesis, we can do more and more in
terms of creation with this, in terms of making
ourselves an instrument, it can be very useful as well. So let's take something
that would perhaps be a single hitting the sound. Let's see if we can find just a single piano
sound. Very short. Just give ourselves a
quick way to work with C1. Now this is being completely
generated by the US to set. We shouldn't give it more
partial to her question, more volume to our question. Notice her position is perfectly we can control
the position if we liked, and we could use
say our mouth map, an LFO trick to jump it around to San positions
like it was a sample cup. The moment it's on
LFA-1 to ramp up, Let's maybe set that to
set your random hold. A syncretic quicker split
to roughly eight nights. For today. She's our filter drive as such. The filter gritty. Stress Miss Smith
is pretty cool. So we can maybe divide
it into say, key points. With a sleep on one kind of stuff. They run again.
Interesting sound I think we should do
if we say, and so came among effects yet, we'll just bucket of sound
design and resynthesis. Curiosity. I'll often work
by drums in 20, I think. Six big ISP team for that. Selfsame drugs around. Once you six range. There we go about ourselves. So it was something going there. Very simply question, taking
a piano and re-synthesized. Let's keep developing
this sound using some of the additive effects. Best of all, make sure
we save our presets. We can continue to
work off of it.
31. Additive element effects: This explore the
additive effects. Now they're called effects. However, they do directly affect the sound that's being created. So they affect the
additive engine itself, not a post effect of the sound, an important factor of eyes if we've set them and then we
suddenly turn them off, we can get large dynamic
changes in volume. So make sure you're
working at low levels. And I will often just put a limiter on the stereo
out just as a precaution. So the first one to
be loaded that is always limited by
default is harmonic. This allows us to do
is adjust some of the sound sources
that are created much like we saw in the
additive view before. And we were able
to do it in here, the fifth, so I didn't
even harmonics, etc. It's just a much
simpler control that allows us to do this
directly from here. If we use our
example from before, we can go to just the
fundamental adjust the, if. We can do pulse saw scales, partial levels to make a higher partials softer
than lower partials, create some very
interesting effects. Depending, push it towards. Different effects. Saw a noise is a saw wave with noise applied to the amplitude
and the harmonics. Imagine what this is going to know. All the effects they change depending on what
stage we're in. Here. You'll notice
we've now got beating stretch
shifts. For example. Beating allows a group of
partials to be detuned. This creates a beating effect. Right here. That stretch allows the tuning
of partials to be stretched up foot sharpening
the upper partials need a blend of it. Shift is a frequency shifter essentially at moves partials up and down the same amount in, get some very strange
results with it. Magnet pulls all the partials
into itself essentially, instead of kind of pushing them up or down in one direction, it sort of attracts to the
point that it's set up. Noise applies a noise shift to the chewing of
the partial set, which is essentially chaos. If you get any result
was a lot more results. Last effects, more
common effects, which finds her auto pan, essentially allowing us to
pan from left to right, is another stage
of comb filtering, except it's done directly. Iike, because this sounds being generated
when we apply EQ, it can very simply just increase the levels
of certain harmonics. So same as in here. If we were to boost up here, it's just doing that via an EQ. It's just changing
the fundamentals of how the sounds
created filter. Same kind of principle. It's just telling
harmonics to be shut off or filtered or
faded down in level. So spread modulates
the pan positions of all the partials. So it can create a wide
sort of pseudo effect. Of course, kind of spreads out strummed or filter modulation much that it's amplitude of the partials. So if you wanted to simulate that guitar effective like a string bean,
plants are strong. Do you think to go to here? Refers, applies to sinewave, to the amplitude of partials, so resembling waves
or ripples in water, I didn't know how well
it's going to affect the sound when you say
it's a high-end ready. Those artists to some of the effects that
we can use inside the additive engine
before we get to the stage of post effects.
32. ReSynth a Sound: Okay, now we should
be getting to grips with programming
additive sounds. We've really only
covered the basics. We can get so much more advanced with additive
as you've probably seen, we can work with each
individual fundamental of a sound which is just
fantastically detailed, but also very time-consuming. One of the things we
looked at was really synthesizing a sound
that's already been made. And your task here is just a re-synthesize the
sound and just make sure you can understand that process of how to
bring a sound into alchemy, run it into the additive engine, and could it resynthesized if you're struggling
with that at all, you need to head back
to the video called resynthesis and just go
over that content again. And then you'll be able
to complete this task.
33. What is Spectral: Now we're going to look
at spectral synthesis and inspect it was a really
interesting concept, allows us to do is take a sound or even an image and
have that imagery or sounds converted
into an image create partial as much like
additive across a spectrum. And let me explain that
for a very simple way. I can make a spectral
patch really simply. We can take any piece of audio. We'll just use some base
samples here in logic, if we drag over
this electric piano and we're just an
oscillator B here. We'll drop it into spectrum and we get a waveform playback. And this is one of the options where quality is
going to be very, very important to the sound or put it on Ultra
for the video here. And I'll make sure
oscillator a is often more, press it just to play it back. It's a pretty good
representation of the piano. Prefer real-time spectrogram. Be forgiven to think sort
of playing back the sample. However, if we go into Edit, when we get into
spectral over here, we've now got this
image and this image is where it's taking
what its cues from. We can see the notes here
laid out in certain spots. And because of the
way this is done, see those notes
being played back. But ended up with
quite a bit of noise to give it that
character as well. But we can edit this image. For example, here we
had to do something like take the eraser and erase the fundamental
of some of the notes. Perhaps we know other
fundamentals here. We could actually
potentially draw that in on this code here is
going to have an exceedingly loud
fundamental now, really interesting way
to be able to work. And you can create all kinds of odd soundscapes using this, you can quite literally
draw whenever you're like. What? Because of that, we
can import images and use them as sound
creation tools as well. That input, why is
it only appears to work with PNG human. The other format are supported with the import
function, the tutorial. We're going to import some sounds and create
those into images. Look at some of the
editing tools as well part of your exercise, I'd like you to try
and find an image and synthesisers sound
from an image. It could be a logo or
an image of yourself, even in the following videos, we're going to break
down how we can build a sound using spectral weights. Use for whom, What
sort of the effects built into it allow us to do.
34. Spectral Controls: It all without default preset. As always, what we're gonna do, we're gonna pick a sound too far into the spectral
Option and look at some of the things we can do with it and some of the sounds we can use as a creation
tools inside it, the spectral I find
it most useful for creating things like
IRI atmospheres and that background modulated on the movement of show
you what I mean with that, especially using the formant
tool to give kind of like an impression of hidden speech on the wind at sort of thing. Let's find a vocal
sample logic library and just take
something from here. Let's give that guy induced drag and drop it into spectral
here on a process. Sounds perfectly fine on great, but we're going to
pop it in ultra. Okay, So the first
things that we can look at are some of
the Effect Options. One other thing that pops
up often with spectral is the volume may not
be particularly loud and this one is okay. I'm often when it's been
translated into an image format, it'll be a lot lower, so
we've got to one controls, but the folks at minus six, you might need to push
that one up, just that, but just be careful of your volume structures you go through as you push
it into the filter, might get a lot louder. It just be careful with the game stage and she'd
go through that switch on the first effect that we've got a whole series of effects here. Some you'll recognize
from the additive synth, very, very similar kind of
option that they'll bloom. Really, really useful for making this thing straight away
probably into some kind of pat. I've not heard it
yet, but here we go. Almost straight away. Now the mix is a blend between the two, much like
it would be with, say, a reverb shift is sort
of how much upper dance and taken into the minus isn't real weirdness with it. They're already join
up with the cloud. The cloud's kind of sort
of creates a mix-up, grow over time a little bit. Just take some of the
window when the attack, so these both down, so
they happen a lot quicker. Let's make use of the
format now as well. And we've got analyzed
which is useful. We can move the kind of
overall vocal field around. Checking simply
means that we track to the keyboard, even
though you've changed that. Think of size of it
like throat size. Let's just turn these two
off so we can hear for me. She's the center
frequency as well. Make it ready,
chopping, synthesize. You can have quite a
bit more fun with, and we can have both going at the same time over here
on the right-hand side, the AEIOU option and essentially
the vowel creation and select response to those
who can see it goes from one to four and
blends between the two. So you can actually use
vowels, very simplistic. Them speak, recreate
it or you can have it, so it's filters
in there as well. That means we can do things like change the overall film. At a higher center. They can really hear
the difference. With him. Simple modulation, an NFA, if we were to say
set it to the middle of it. So the modulation is maybe on the effective
every one bar. And change it from sine. So we are say random hold can change the fear of that. We can die. They're not super
creepy effects as well. When we look completely
different types of sounds going through
the effects, let's say most of them are available to you as
well in additive, but we can just
do various things within Pitt shift,
creating really artifacts, feeding back into itself, applying things like
modulation to them. So ADSR for example, let's give that its own. But having an image so it
starts higher and drops down. Blending it with
some of the others. For the most part, they'll draw a mask
options here, okay? The mask is going to
allow us to take away around our brush point like
say, for some reason why? But because we've now mass that we're only hearing this
particular part here. So what we could do is mask
out just the fundamentals, which we can see highlighted of our track record
of our sound. Much like the
fundamentals that we had in additive synthesis, that we can choose just
which partials to create. You can take a lot of
care doing this we like, so you can do it
in a photo editor. Sound on it exactly
as we desired. Resolution can be quite
useful at the moment, we've got that on a solution. But if you need to see
what's going on with all this up the
top, for example, I want you to put it on
linear stereo motor shaped both the left and right independently if you
wanted to do that. So we could maybe
just have a partial created appear just on
the left side of that. We could let choose
a different section of it. On the right-hand side. We're going to draw some
useful tools as well so we can find the lasso around things that we wanted
to get rid of. Work with. Stereo mode. We've got that area that we
selected as a brush tool is effectively paying some very strange
kind of Lever Effect. Let's try a little higher up. You see what we've
done, male citizens, deep customer brush. This brush. We've got a
couple of different options. Transient being
very, very intense, maximum kind of passwords
across this full period. But you can use that to make rhythmic section
is quite easily. By the way, the
editing on this might look a little bit jacket is because it is especially the higher-quality you've
got alchemy up to. Just clear back to our default
upon trade back in here. We can also erase things. You can do this using the brush types of the trends that reservoir could use it to take all of this
lower noise out and drink clean things up
for that won't generate any of that low-end voice that I could do the same
with the top end and just clean that up as well. Let's just erase the whole lot. We can adjust the size
and get a lot finer in there for the masking
tool is a better option. In my opinion, this
is the lag or editing the third party between as well. I think the masking too, by the way, to work
in that respect. But that's an option
for creation for you. It's like putting,
say, a transient time, the vertical shift, that a
little transient Jump Time. Vertical shifts as if that
gives us something useful. Just to bring the
coloring way down there. And that would be like
a velocity adjustment. That's very simply how you can work with the editing feature, with the spectral element
because you see generates the waveform for us as
exactly what we've done. The effects very much interesting for creating
those big sort of weird pad sounds and
just require lots of experimentation
because they vary wildly with whatever
input you've given them. Remember, you can still
then go and do things like routing your effects
and your filters. So there's just an endless possibility of what
you can do with them. Let's try a comb filter and see what kind of
disaster that gives us. Follow. There you go. We've got an awesome
dubstep bass. Kids go to global, use our edgy 24 dB low-pass and give that as
its own, an LFO. New LFO for TPMT, say 48. Just like that first
part of the tone, what we could do is go back
into a, go back into edit. We could set our loop
points to start and ends. Just hit that really
wanted to draw that. It's not ideal to raise that will take our start
and endpoints that we see that now bring the endpoint closer. We go, we felt ridiculous
stops at baseless out of curiosity to see if we
can just get a drumbeat. And I'm pretty sure
there are tops that John Bates say using this that we just made, we can get something reliable. Guys, there is a use
of force spectrum. Most developed a pretty
awesome dubstep bass just by noodling about
with a vocal sample. That's been helpful for you. Moving on into the next section.
35. Logic Pro Alchemy formant filter controls: Let's dive a little bit more
into the formant tools. We explored them in
the previous section looking at the spectral effects. But let's just
have a look at how else we can use some flip this, go to our default
patches always. What we'll do, we'll
just jump into advanced and straight
onto oscillate at a. Now by default we can see
that format is not enabled, so it has to be enabled
with certain types of sounds and we can just enable
it here on the default. And you'll notice that without additive enabled
and here we are. We can enable the synthesised version
straightaway, analyzed. We can't do analyze shows
up when we import a sound. So before when we did spectrum, we inputted that sound, it converted it into an image, and we were able to use
analyze switching on additive. We get the synthesised version
because it's not pulling from a source that
is analyzed is purely synthesis side of things. All right, so once
it's switched on, shift is quite simple. It's much like your course
tune you have here over on your additive or your virtual
analog side of things. It starts at 0 or we can tune it down three octaves,
watching out. If you want to do that talking
synth sound very simply, we can just automate
this with say an LFO. Lfo here. Picture. Wow, wow, wow, wow, wow, wow. You're getting that pretty
much straight away. And the reason
that works is it's shifting that pitch up and down. Much like when you talk. When you talk, what
actually happens are two fundamental sounds. You get to sort of
fundamentals and they move together and apart. And you can actually
see that happen on the spectrogram here. Wow, wow, wow, wow, wow, wow, wow, wow. That's where it starts to create that kind of squawking sound, even though it's not something
you'd audibly understand, your brain picks the worst, kind of like talking and phrases. Now, when we go over to
the select option here, and we've got our
vowels here, the AEIOU. Those are just simulating that kind of movement
in the same way. If we do the same thing
and we give these, they're owned on modulation. So let's give them
another new LFO. Can make this one quite a bit slower so we can really hear it. We need it to be right
in the middle here. So 2.5, and then we'll
give it the LFO like so, or we can switch
by parallel often do it that way. I
just find it easier. And then they gave me slower. Wow, wow, wow, wow, wow. Right now if we just take the
automation of a shift here, there's a little bit clearer. Let's make it even slower. You can hear that change
the size a little bit like the size of the throat, the size of the individual, the size of how wide
the mouth would be. If you were talking
with your mouth closed, you get a smaller size. In this case, you'd
actually increase. Hopefully you can get the
impression that if we were to automate all of
these things in various ways that
slow down the LFO on the shift to an ADSR
here on the size. And we can start to really create a moving vocalized sound. Sensory, simply
the frequency that all these fundamental
movement starts around. Very easy talking lead created that know the AEIOU section. We can actually put
anything in there. We've got different
vowel options as well, so be nice and bright, a smooth o, for example. You can hear the change
significantly in how they sound. Then we can also put
filters in here as well, which is a really odd kind of thing I'll tell,
allow us to do is put a filter rather start
here for our movement. Very simply, we've built
this just from our soar, just using the format so far we've put this little
talking lead sound. We could very easily make
this usable with effects. Acoustic reverb, take the
mixed down a little bit. Maybe a little bit of a delay on there as well for some fun. That's really bringing the rate. So it's nothing quick whenever.
That makes right back. Very, very easy to create, but that's effectively what
we're doing with that form. And those are the
basic controls for it. And it allows you
to get kind of a vocally feel and shape
into your sound. And depending what your sources, it's going to sound different because that's what
he's got to work with. But yeah, if you
want to do those vocal Lisa is vocal bases, the UAE kinds of sounds. Your starting point,
you lower octaves. Really, really
simple thing to do. And again, just started
from our default preset. I'll save this preset for you so you can download it and
have a play around with it.
36. ReSynth and Formant: Now we understand forming
and forming control, simple task view here, I'd like you to modify the format control and
they're resynthesized sound. And then look to try and get the talking action
going as well. If you're struggling
with any of that, roll yourself back
to the video of resynthesis and the
additive section and have a look at the alchemy. Formant controls video as well. And with those, you should be
able to complete this task.
37. Granular Element Controls: Let's have a look
at granular mode. Now. Put granular synthesis is, is it can take a sound
and it chops up. Think of taking a
drum brake and you chop it up into the
individual sounds will granular takes that to
a whole new level and it chops up into
individual cycles. So a cycle much like we
have on the screen here, that is a single cycle. So wave it goes to 0, goes negative, goes
positive, goes back to 0. This is what granular does, but to a sound giving you
a cycle of waveforms. So let's have a look
at what we can do with granular and we'll just use a sound from a logics
library by default. Let's just find the
vocal again like before. Now. We can drag it over like before within droplet
into granular. Much like before you can
hear what it's doing. It's instantly dropped
it many, many octaves. Again, our quality control is gonna
be important here, too. Huge difference
relative to position. For example, we
could take position here and then bring it
right back and in fact, stop it moving all the
way down to 0.1 here. Almost single cycle. Let's
have a look in edit. Well, in edit it doesn't have its own individual portion like it does with
additive and spectrum. But we do have our
loop points and we've got a little bit of
lunch at the anterior switch gonna bring
that down and just trim it up ever so
slightly for us. We've not got that. I'm
ending a blank part. Let's just reset our
position scenario. Over on the granular controls. We've got a few
different options. Again, we've got another
gain stage of volume because this granular
process can in fact cause it to be lower
in level, for example. So again, we've got another
gain stage option if needed. This seems to be okay. Size now this is the size
of our grains, if you will. So you can bring it
really far down. We can hear it starts to get
effectively more greening. It's like taking less samples
from the overall sound. We push it right up, gives us
longer samples and it'll be smoother density that we've actually got it in number of grains here and we
can drop it down. And if we drop
size down as well, we can now been reduced
to gravel essentially, we can move it up a
bit more and have more density of grains. When we get closer to say, sand. If we max everything
else, flower. We've got our time. It's
kinda ramp time, ramp pan. Okay, then we've got
some green shaped types. You can see here green type. These different forms will have a very different effect
on the overall sound. And I'll put an
explanation of them each below to save just throwing
lots of words into here, effectively, each one's
going to give you a different type of sound. Overrule, much like with our density and our
size. We've got taps. The taps are gonna be
different spaces between the grains and you put
your tap spacing as well. So if we were to put
up to say six Tap, we start to get smoother again, even on the green
side of things. Let's take the
spacing right down. You can hear the overall
change in the sound, especially when we
reduce things down. More taps now per grain, when the size is higher and you've got a
larger amount of taps, it just makes things
even more smoother. Experiment with having
a change through the different green
types they do change the sound
dramatically in some cases. We'll just stick with
the default for now. That's a breakdown of the granular synth
option inside alchemy.
38. Advanced Sample Control and Edit: In this video, we will
look at how we can build a more complex instrument
using the alchemy software. But before we go to a, let me open up the edit window. This time we're going to import multiple samples
versus so if we click, we can go to input audio. Now, we can drag and
drop into the drop zone, or we can browse through for a specific set of
files over to say, my lacy drive here,
into sample archive. Hopefully somewhere in here, I've got something
with multiple samples. For example, in this folder
here I have access files. These are for the EXS24 sampler, or you can open them using
the soft palate in Logic Pro. However, how can we
can also read this? So if we choose one input, it will import the
sample used in there. In this case, it was just a
single sample pitched across. Here we've got a set of
sounds from a caulk. What we can do is
select the first one, hold Shift and select
the bottom one, drag all of these either. And we can now import them. I'm going to make sure
that we're now set to sampler and we'll leave
our mapping sets of pitch, depending on the filename. Alchemy can most of the
time find the correct pitch to associate with each
sound in alchemy. Let's hit Import From here. In this case we can
see its maps it quite nicely for us. We
now have this ready. Like before when we looked at
the Chancellor's controls, we can individually adjust
each of the samples if there's a start point
issue or we want to make them loop in
some particular way. Now we can make this
more complex by adding other samples
into it as well. We're not just limited here. In the group section here, we can add a new
group, is firstly, rename our group and we'll call this code since it
was called cold lead, either here on group
with the plus icon, hit plus, I'm going
to hit Import. And we can go over to
another instrument that say, let's stay with the
core polyamory. This Savannah sound here. I'll do the same input
method we thought I've thanks to set the
same on sampler and pitch. Now we're going to import this. Now we have group two. So we can say, we'll just call that the CEF
swing over two. Now, now we've got a layer
of these two together. Now remember this is all just on one part of alchemists
now playing two separate sample
set and we can manipulate them and work on them separately because of
the groups we've made. Me want to go back into edit. We can still go to be turn that on and
have a soar as well. Maybe we want to create
a really consistent subs that goes with our new samples. If you create a sign, maybe it down on octave. We still have the ability
to run it through. All of our effects
change as well. So we can do things like a comb. We can take this to another
level of complexity as well. And that we can set
velocity layers where we control that before and assigned different
sounds, different k's. Well, the top and the
bottom is true also. We could take the sound
here, for example, we can drag it up so that the lower velocities only
trigger it the code lid. Well, if you press
a little harder, so for those who trigger, you can layer off as many of
these options as you want. You could have a different
sound player, player, every single different velocity
if you so desire them, wanted to build it up in the
next video will be a task. I'll provide you with
some sounds that you can build your own
patch just like this.
39. Create Your Own Patch With Samples: Well done on getting
this far in the course. This has been pretty intense. We've gone over a lot of
different information alchemy, as you can see, it's a
very, very deep tool. Now we should have a good grip now on the sampler section and what we can do with that and its usability with the course. I've provided you a set of samples and I would
like you now to import those samples into
alchemy and make and save your own sampled patch. If you're struggling
with any of that ROI yourself right back to the start where
we look at how we can save patches in alchemy. And if we're unsure of how to
import and build the patch, have another look
through the sample this section to
complete this task.
40. VA Essential Controls: This have a look a
little deeper at the VA, virtual analog controls that we can use for subtractive
style synthesis. Over here where it says Global
just below we've got a. Now this is going to
be sound source a. And when we click on it,
this is going to open up our interface for this
individual sound source. As we can see on the
right-hand side, it says VA, we've got a few controls here
that we can look at. And we can use these to vastly increase the detail
of the sound. For example, we've
got a volume control, as we've already explained, we need to be really careful in Alchemy with our gain staging. So we have volume controls
absolutely everywhere. If something called symmetry, which adjusts the balance for the harmonic because
essentially this has more of an effect with some
of the other things in play. Now face determines where our soar wave sets off from
by default assault wave, as we can see here,
always starts off at 0. In this case goes
down to the max, up to the maximum back to 0. The phase was just caused
that to move slightly off. Sync essentially is
a bit like tune, but it's where our soar
wave is going to sink to. So if we put it up 12 semitones, it will just play back
one octave higher. This can be quite
fun to manipulate as well. Give some cool effect. Now number this is where
we're going to be able to start layering up the sounds. So if we put three and it will
now layer the resort waves on top of each other while detuning them all from
this one oscillator, one sound source a, and we can have
it play up to 16, so waves at once detuned. When you consider that if
we used a and B both at 16, we're going to have 32s
always playing at once. You can get very, very
overboard with this. But number three, with the detuned value gives us a
really interesting sounds. Detune value is simply determines how far
apart each one's tuned. So if it's 0, it will be harmonized with
just getting louder. Just spread them apart. There's no particular value
that works perfectly. You simply need to do it by ear and decide what you
like for the sound. Phase explained nine,
that sounds pretty good. However, there is
pretty good fun to use normally good for
just a really wide sound. Those are all specific
virtual analog controls.
41. VA Sound Vis Types: A quick task for the virtual
analog Section want you to just go through each
of the simple waveform. So square triangle x4, etc. trigger the notes and have
a look in the visualizer. So that middle section that shows you what that looks like just to see all those
different harmonics and how each one is shaped. And you can see how that relates
to its particular sound.
42. Making a Simple Sub: Now let us use alchemy to
make a simple sub bass, something we might use as a separate instrument
in our track. And just to fill
that low-end area, very simple for us to do. And we can do it still
playing code if we like. We can even do this from global. We're going to go to the
store. We're gonna load the VA and take it to sinewave. Now just a simple sign. This instance, I'm
gonna bring up the EQ so we can actually
see exactly what's going on. See simple, just that we
know that it's too high, That's right around
where our kid could be. We want it to be sort
of in this 2260 region. So we're going to take the
semitones and drop it down. 12 semitones. Can see it's in that range. It's gonna be harder to hear that it's always going to
fill that space for us. Some because it's sub
if we were to very quickly trigger it related
to get pops and clicks. So we need to just give
it some attack time. Probably make it linear. Better of a long release for most tracks with dial
that back a bit. That's going to help fill in just about any
baseline right there. Something else
that's quite nice to have with a subset moves in amongst itself is instead of always trigger zone
to look awesome, I'll give it just a little
bit of a glide time. Just helps it move
around a little more, less chance of it
cause impulse clicks and other irritants
that might happen. Want to beef it up a little
bit more and have it so it sticks out and it's
a little bit more audible. Used to drive a filter and
do something like rich. Then we push the drive a little bit more than
we really push it, will start to get a
second harmonics as well. Needs to be careful
about gain control. How to make a simple
sublet using alchemy.
43. Making a Dubstep Wobble Bass: In this video, we're
going to look to make the now classic
dubstep wobble base. And we'll do it in a simple way, which you can then
develop into something completely of your own for
a very simple melody in, just in C with some drums, we can obviously here
as well as always from logic, default, library. First things first, from
what I've played in, it's far too high, so
we need to bring it down an octave, maybe even 21 octave, maybe two gives
us a good effect. Maybe we wanted to
have a sub layer in there to fill up the
bottom of the source. So let's turn on B and let's
make that into a sinewave, and we'll drop that to octave. So 24 semitones, we'll give
it a separate volume control. So we're gonna click
on its volume. We're going to give
it its own ADSR with a new ADSR, make
sure that switched on. Make sure this is set to two, and we'll give it a
little bit of attack and will reduce that release. Level that out a bit.
And we're going to dive right back and then
use the depth here. Get away. Okay? Then just to give that
its own bit of space, we can always use
the EQ's analyzer here just to see
exactly where it is. Right in the right department. Let's give it its
own bit of space. We can do is just go into a, we can use filter, one, switch that on, we'll
make it into a high-pass. Just give it a clean high-pass. And we've got the
cutoff frequency in the mid hundreds there. And when I should
separate the two nicely, Let's use the global filter
to give it, it wobble effect. And we're gonna use a low-pass. Let's give it 24 dB edgy. We're going to link the
cutoff over onto an LFO. Lfo walks, it's not being
used, dial it back, it's gonna be bipolar
and push it like so. It's got a syncretic
one over four, which is okay, whatever eight. Maybe more appropriate, fancy,
excuse me, some resonance. We could link the rate control. So we could add a
modulation to the right, say maybe a sequencer. Have it so that nothing,
nothing, nothing, nothing, nothing, nothing,
nothing, nothing. Automatically speeds up when
they notice how downloads. It's not just surely a suggestion on
what we might use. And we could dial it
back and make it more. Maybe choose no
swaying. Just an idea. Another soul waves a bit. Richard. Perhaps we could try
something like square even. Maybe we can get a bit more experimental with
the square wave and we can use a filter to as well
make sure that's engaged. We could do something
like our FM technique. We could link that to say
your control it as well, say an envelope follower, follow one, for example. Maybe even the comb option. I didn't have a play around with the sequence certain
how it moves to certain notes on
different sequences rather than sequence one. Let's give it a new sequencer. I would definitely to slow
the speed down a bit. Well, obviously try different sounds as well. Maybe the Mac filter. Make use of things like the
semitones and sink numbers. I'm dropping it down another octave. There's quite nice, but
what I think we could do is maybe start at one octave, link that to another
controller and habits are actually drops down. So let's link that like so. So we've set the course
minus 12 semitones, an oscillator a here or sound a. And we'll link it to his
own new ADSR will have it. So it happens with a
pretty quick attack. And it's got a full sustained
and nice and quick release and we'll make it so
it drops down 1279. We can change the attack time to see how quickly
we went to happen. To happen at an exact integral. Sin can't do it that way. And use filter three, take it one step further and distorted even more
than other drawing. This preset will be available
with this video for you to download and continue
experimenting with yourself.
44. Sampler Controls and Options: The Alchemy as part of its for sound sources
are oscillators, also includes that
sampler option. So let's have a look at
some of the base things we can do with the sample and
what we might use it for. Go over to a and we
say click on our sore. You can do load source. The simplest way to load the
sound into the sampler is to simply drag and drop the
sample you want to use. We'll use logics default sample library just to
bring something in. Let's go instrument, vocals, something that's in the key of C. If we drag this over and drop it
into the sample option, and that will automatically
load it as a sample for us. We can see over here on
the right-hand side, that sample is active. Unlike with pretty much all of the other tools we literally have on off again control and reverse the controls for the salt that really light
inside the edit window. So if we go into Edit here, we now see that we have our
sample at the bottom here. We can do things like start and end time, very, very simply. There's a slight delay
here in the start time. We might wish to
just tighten that up by dragging
this thought time. There's a lot of space
left here at the end. So perhaps he was
wanted to tidy that up. Especially for looking
to reverse the sound. We don't want all of the blank of the star and the
strength to it. Here we can set some key things, especially at the top. For example, we can set it so only a set zone within fact, play will trigger this sample. You can see now no longer
triggers here on C2 over C1. As you can hear, it's pitched down an entire
octave that's very simply set to its root note
and where it comes from, C0, C0, C2. Here. We can press learn. Now, we're back where we were after that, do things like changing
our looping mode. So it would maybe sustained. Now, we'd have our
sustained points here. So we could perhaps
have it loop like so. Somebody who can have fun
with forward, back as well. So for effect, you would have had lead you to have a play
around with the rest of this, we can do individual
parenting as well. Just generally manipulate
the pitch control of a sample to wherever
we want it to be. At the usefulness of
being able to assign these things to individual
keys means we could perhaps bring in
multiple samples into just this one patch slept before we need to learn. This can be really useful
if he wanted to build up something like
a drum kit that's perhaps initially
sample-based to we could drag into our drum sound samples
and link them up. This way. We can actually
sample a drum kit as well if we were to go
into all jumps here, Let's go genre, scribe. Good example. Let's bring
this midnight beat him. No, this time we dragged and
dropped into the window, we'd get a different option. Now, here's where
it says sampler, we can actually change our
mapping now to be drum, this will not
manipulate the pitch. It will instead just link
the sound to a Kate. So what we can do here is we want the around
midnight sound like sleep, and just choose Import. Now, no matter what key
repressor always be the same. However, we've got the whole
leaf in that very simply. Let's just bring this
and put it onto C1. We can now use our end and bring it all the
way down to now it's always just a kick.
Is hit, Learn. Never play around with
the fallback options. Whatever it is you'd like,
we can copy this as well. So we right-click coffee and paste into the
existing group, and now we have another
version of the same sound. But we can assign this
to say, the next key. And we can do our start
and endpoints to be over. Snap. As you can see, we could very easily build up
a drunk it in this fashion. In the next video, we're
gonna get a little bit more advanced with some of the
sampling and things we can do. And I'll show you how to
build a more complex patch.
45. Basic Subtractive Synthesis Lead: Okay, Let's begin by doing the most base version of
synthesis in alchemy, and that's going to be
subtractive synthesis. What this essentially means
is to use a simple wave form, although one that has
a lot of harmonic. Now the simple
waveforms are sign saw, square and triangle, and that referred to as
simple wave forms. Because while they are simply a waveform that can be easily
visualized and understood, however, they all
use a large range of harmonics and are
actually overly complex. Subtractive synthesis
makes use of this fact and design
sound by subtracting harmonics from Rich waveforms like these we had over
into our Advanced tab. And we're going to go to
File initialized preset. By default we have a saw wave. Over on our filter section. By default we have a low-pass 12 db smooth
filter of which the cutoff, let's us shape the
sound, the resonance. Let's us to boost
the cutoff point. And drive lets us add additional harmonics
through the filter. Using different filter types. Allows us to shape the
sound in different ways. This create a really simple
lead sound using a saw wave. Now at the moment
there's lots of low end and the
soil that's natural for it we can do is
use our filters here. That's a high-pass. Take it at 12 db edgy
and use a cutoff. So there's no low-end. We can make use of our resonance. That's him feel to
it and maybe drive to using our voices, we can adjust the
performance to maybe go legato changes collide time. So it slides. Take a Voices down to one. Always slides. Instead
of getting it right, we could do that over time. In our Effects section,
which we'll dive into much deeper later. But could you send me
the simplest at a delay, perhaps a reverb, even on the
delay witnessing changes. We've built a very
simple emotion or lead.
46. Alchemy morph controls: At points through this course, we've looked at how
the morph function. So the perform section
in Alchemy can allow us to change between
different parts of a sound. If we take almost any one of
the presets, for example, we can do this very different
fields for each sound. In this tutorial, I'm
gonna show you how we can set that up and how the
functionality works. But the real creativity
of it and design in terms of your sound that
really does fall down to you. I'll give you the practical
tools for how to do it. And then you need to
use your imagination as to how you can
then utilize it. First, begin with a
initialized preset if scar. So I will start with
something really basic, like a control of the
filter for example. What we need to do
is we need to link this filter control to one of our eight macros down
the bottom here. That way you can do that's
relatively simple if we highlight the control
we want to link. So in this case, the cutoff and as we know, highlights blue. We can go into our
modulation section to make sure we
switch that I'm Carl ourselves down to
perform and then we can link it to any of the
controls in here. We're going to unlink
it to control one. As we can see, it now
does get named as well. The moment it doesn't seem to do anything much like before, we always have to
give it a depth. As you can see, we get the highlight around
our cutoff control. So now making that go up, it takes our filter off
to what we can do here. Let's say the sound
around about here right? Now Let's do something
like linking an LFO to it so we can make a bit of a wobble
sounds for example. So again, we're gonna
have our cutoff here and we'll link that to an LFO. And we can choose
the default other. We've got a bit of
a wobble going. What we want to do,
let's link the rate. So we're going to select the rates here and we're
going to right-click it at modulation performer put that uncontrolled
2s and now we can change the LFO rate as well. So what this now
allows us to do is perhaps have this
wobble like this. We can hover over
snapshot one here, right-click and store
current snapshot. Now if we snap
ourselves over to two, we need to set this up again. Give ourselves a filter. Maybe do the wobble
while before. And now we can right-click
and store current snapshot. Now we can move
between those two. Make it a little more extreme
or giving it a really fast. And now let's store that in two. And then we can see how those controls move between those different points. And we can use all eight macros and the XY controls as well. And you can link
multiple things to each control as if we were doing any other kind of modulation. And that is how we can use
the performer to create a far more complex
patches that we can then easily minute maneuvering
and manipulate, rather than having to modulate all those individual
parameters or automate all those individual
parameters in our song. We can then just use this to
change those simple things.
47. Alchemy source editor: That's getting a quick
understanding of the alchemy source editors, as you can see it in the
GUI at the top where it says global and next
to its sources. And we've got a, B, C, and D. Now because alchemy is
such a complex synth in that it contains
subtractive synthesis, granular, additive, and
other forms as well. Many of the sound sources where we'd normally referred
to them as oscillators, have a different editors. I'm just going to show
you how we can go into those and we'll learn more about each one as we go through the individual sections
and types of synthesis. But alchemists capable
of from global. If we go to a, at the moment
we have this switched on and it's a saw it
in a sort waveform. We can see over
on the right-hand side that it's highlighted in blue is VA throwing the
virtual analog mode, which really is a subtractive
synthesis option. Now the editor itself, we have an edit
window just here. I'm going to click Edit. It will bring up this particular window. And you can see across
the top we've got main additive and spectral which are slightly
different views depending on what we're
going to be looking at. On the left-hand side, we've got this
grouping system which really relates to sampling and groups of samples
that might be triggered as well as the
zoning section here. The bottom gonna be what sample
do we have, what kids in? What volume should it be out? What is it tuned to all of
those individual settings? We can adjust the source from a, B, C, and D here. So once we're in the view,
we can remain in it. If we go to a preset, we can see that a here, in fact has a sample
loaded up and we can see our sample viewed
at the bottom where we have things like
our loop markers. We can see that sample being triggered up here in
the main section, we can see this blue square
is in fact our sample, and we can isolate it down
to be just over a key area. We have all the
individual settings for that sample down here. If we go over to be for
a different sample, C and D is empty, fruits move over to additive. We can see how our view changes. We've now got the ability to do our individual harm on it. And instead of a
sample at the bottom, we have sort of a
profile readout of what that sound would look
like as it's played back. Inside the additive view, we've got different
areas as well, such as volume,
tune, pan and face. A similar story for spectral, it will be relevant to what we're doing with
that synthesis mode. And that's a quick look at the source editors
inside alchemy. And like I said, we'll
dive into each one and the tools as we go
through the course.
48. Making a Simple Saw Reese: This led to make ourselves
a slow release type sound, distorted saw type sound that we might find when designing
a sound like this, I find it useful just to have some notes already in logic. So what we're gonna do is just create ourselves a
little loop here. And we'll just do a
really basic melody that we want this to legato. So we're gonna go slightly
over on the notes. Will do is just move around. Really simple. Like that. Just gives us
something to work with them listen to while
we design our sound, let's initialize our preset. And when we started with a saw, the first thing we're
gonna do is go over to B and switch beyond as well. That's very slightly teaching the two here so we can
use the find the amount. They stopped phasing. Label. Bring the whole thing down
on octave to where we are not getting what you're after. Since liquid, of course
changing during semitones. Got a lot more movement. Works for us. Looking at the label, we
can use the high-pass here. The 12 db rich style
that back a bit. Please, we'd like
it to be legato so it moves in and out of
the different notes. So every invoices can
switch to legato, give it a rate and the
weather percentage. Little bit of an attack. So it's not such a
harsh attack coming in. A lot of fading, but
just keep adjusting it. Maybe even make us just
a couple of cents out. Try it harsher light passes, maybe the 24 dB no bit
resonance, perhaps. Drive link that cuts
off to its own ADSR. What we're gonna do here is give it a little bit of attack. Will you didn't get
a sync to attack. It takes about half a
bar and that will dial back the cut off a little bit like so,
something like that. Somebody else we can
do is perhaps look at some voices,
give it two voices. Teaching him back. On the sides. Jump into our effects. A little bit of compression. We used the Vinci's compressive. Shock can be quite slow. So reinforce a fair bit if we
wanted to using distortion, perhaps, maybe the wave shape or there's a nice shaped racy base.