Transcripts
1. Introduction: Hey everyone. Welcome to Ableton Live 12. This is part four of my giant
complete comprehensive. Everything that there is to
know about Ableton Live 12. In this class, we're
going to focus on sound design and instruments. This class is a little different because we're
not just going to focus on how the
instruments in live work, although that is something
we are going to do. We're going to start by learning fundamental
principles of sound design. What we're looking
for in synthesis, how to analyze a synthesizer, find the key elements, and then produce cool
sounds with them, and ultimately sounds that
fit well with your music. We'll go through all of these
sound design principles. I'm basically going
to give my university sound class and then
we're going to go through all of the Ableton
live instruments and apply those things
while we learn how to use all of the
instruments in live. We'll even dive into
some of the max for live stuff and some
other tools as well. Please join me in this class. It was a lot of fun to make. So let's dive in and say, okay, you that are just
doing this forever. I'm just going to connect
you to my volume. And then you're going
to go up and down like this forever. It makes sense. There are basically three
elements that you can adjust on a sound that you can craft to make that sound
unique and compelling. Okay, now let's
take a quick look at our modulation matrix. Okay, this can hurt your
brain a little bit. We have sources across the top and targets
across the side. You've probably seen
orchestra libraries that cost 100 bucks, and you've seen
orchestra libraries maybe that cost 100 bucks. Maybe you've seen an orchestra
library that cost $10 Why? What is the? Yeah, there it is. So this is where your webs
live, if you're into that.
2. Workflow: Working with Live’s Instruments: Okay, so let's dive in
to lives instruments. The goal of this
class is to get comfy with all of these devices. Okay? It's a lot,
there's a lot here. But actually we have
one more goal too. And our bigger goal is to
learn about sound design. A big picture view of
how sound design works, so that we can apply
it to all instruments. I have a way, I've been teaching
sound design for years, where we're going to first talk about what goes
into a synthesizer, what makes a
synthesizer what it is. And then we'll use that concept to learn all of these
different synthesizers. It'll make it ten times
easier and you'll be able to apply it
to any synthesizer, physical, virtual, whatever
that you run into. First things first, what we're looking at
here is instruments. This is different than plug ins. In plug ins, there
are some instruments. There are a whole bunch of
instruments here that you can use to generate sound
and do synthesis with. However, all of these
are outside of live, they are their own
little programs. We're just going to focus on the instruments
built in to live, not plug ins, although
at the end we will look at some
max for live things. We'll come back to that. Just hold onto
that for a minute. Another thing just to
point out before we get started is that your list
might not look like mine. If you don't have the
things that I have here, then it might very well be because you don't have
the full version of live. This is one of those places where the full version
really matters. I have live suite and
that's what I'm working on. Live site has all of
these instruments. If you have live standard or the smaller versions of
live intro or live light, then you will have
less things here. I'm going to be working
off the sweet version. If you don't have sweet, if you have a lesser version, you can still follow along with everything
we do here just fine. There's just going to
be some instruments I have that you don't have, but the ones that you
do have will work the same way that I'm
going to talk through. You'll be just fine. Okay, so we're going to dive into the sound design stuff
in just a second. First, I want to just do a little bit of a refresher
on how Miti works, just so that we're
on the same page about how to make content
for these things. We all know what we're doing. Let's go into that first.
3. A Quick MIDI Refresher: Okay, so when it comes to
our quick Midi refresher, there are two things
that I just want to put into your
head as a reminder. First, number one,
do this with me. Go up to Options and go down to Chase Midi notes and
be sure that is turned on. If it has a little check box it's on. That's what you want. If it doesn't have a check box, click it, it'll get a checkbox. We want that on because it
corrects H problem with Midi. Sometimes we miss
the note on message. It's complicated and weird,
Don't worry about it. Just leave that setting on and it'll make your
life a lot easier. Okay. Second thing, we can
make Midi notes all we want, but we will not hear them until we put a Midi
instrument on those notes. I'm just going to
make some notes here, okay? That's cool. If I hit play, we
will hear nothing. These dots right here means that live is playing Midi notes, but it has no instrument
to play them through. If I hit Shift Tab, you will see this is where my instrument should
be. It is not there. I need to put either an
instrument or one of these presets for the
instrument onto that track, and now we're going
to hear those notes. She instantly the little
dot turned into audio. I can't tell you how often I get a message
from people saying, I'm making notes,
everything is cool, but I can't hear my notes. Why? And it's because you need to put an instrument on that track. Also, if we want to
hear this track, we want to play on our keyboard
and we want to hear this. This has to be armed to record. So if you're hitting notes on a keyboard
like I am right now, but you're not hearing anything, make sure you have an
instrument and you have that instrument armed to record or that track armed
to record, actually. So those are two
important things to just keep in mind whenever
you're dealing with it. Okay, now let's talk a little bit about how midi clips work.
4. MIDI Clips: Okay, if you've been following along with my other classes, you know by this point your way around session
view and arrangement view, you probably know your
way around clips. Let's do a little tiny
review on Midi clips. We are here in session view. I made a Midi clip right here. I'm going to take it over to Arrangement View by
clicking and hold down. I'm just holding it while
I hit Tab and now I'm going to drop it
into the same track. Okay, this track is grayed out because it is currently over in Session View Live is going to play Session
View until I tell it no, I want you to play Arrangement View by
clicking that button. Okay, now here we are
in Arrangement View. If I double click on it, I get access to loop and
all kinds of fun stuff. We'll come back and talk about our key aware stuff
in just a minute. But I can change the
length of it down here. I can open it up to
get the full thing. You can see it looping here. We can move notes around the
Midi grid with arrow keys, or by clicking and dragging. You can make more notes
by double clicking. We can drag them out this way by grabbing
the edge of them. Don't forget my
favorite key command of the midi grid that
is shift up or down. We'll shift you by an octave. That can be really important. Then just general
Midi clip behavior. This is true of
audio clips as well. We can copy with command C, put our cursor somewhere, and command V to paste. We can paste into
different tracks. Watch out for audio tracks. If we paste into an audio track, it's going to convert
it to a Midi track, unless there's
something already on that Midi track or
that audio track. In which case it's
just going to say no. But then here in our timeline, we can move things around
and do what we need to do. Okay, I think that's about
everything about Midi clips. Let's talk about
this key aware stuff because this is new and
Live 12 and it's going to be really important
as we get into building Midi tracks
and Midi clips.
5. Key Aware Settings: Okay, let's talk about the
key aware business, okay? First of all, the main
control for it lives up here. Okay. Here we can set our key by default is always
going to set to C major. That's like a weird like
music theory thing. By default everything is major. It's really strange. But anyway, let's say we want the key of our tune to be minor. Sure. Okay, now if we turn
this little purple button off, it's just going to not pay
attention to this anymore. This is all new, so I'm
still getting used to it, but I haven't found a good
reason to just turn this off because you can always
go outside of the key, so just leave this
on all the time. But now if we go to a clip, we can see that this clip turned us back to major and
we're in C Major up here. I think we need to redo
this minor and say, now we're in minor each clip, because I made these clips
before I changed the key. These might all go back
to major. Yeah, they are. If I select them all and
then switch this to minor, they should now all be in minor. Yes, they are. I selected all of them and then
switched this to minor. Any new ones that I
make are going to be in minor as they follow
the key aware setting. What does it mean
to be key aware? Well, if I make a new clip here, first thing is that it shows the key of minor with
these purple things. Any of these purple
notes are going to be in the key of minor. Okay. If I stay on those purple notes,
I'll be pretty safe. Things will sound pretty good. But I can also go
outside of the key by playing some of
these purple notes. These gray notes, these are going to be
outside of the key. They're going to
probably be dissonant, as I've said many times when it comes to keys and
scales and all this stuff. If you don't know my other
work outside of Ableton, I've done a lot of content. I wrote a book about this. This is my jam is music theory for
electronic music producers. That's actually the
name of my book. You don't have to buy
my book. I'm going to summarize the whole
thing for you right now. It is that if you stay
in the key all the time, we only do notes
that are in the key. You are going to make a
whole bunch of music. That sounds perfectly fine. Okay, if you sense my sarcasm. There you are, correct? The musical sound fine. It'll
sound great. It's cool. But you're not going
to find any brilliant, awesome moments
without exploring the notes outside of the key. We could do something like
this scale button here, where we hide all of the notes
that are not in the key. Okay, you can do that now. We can only use notes
that are in the key. We've hidden the ones that
don't fit in the key. But again, you're going to make a whole bunch of boring
but fine music That way, I would encourage you
to stay in this mode, not this scale feature. This is called fold to scale, but keep it like this, so that you can see the
notes that you're not using. You might hear this
melody and think, oh, what if I go there, right? Go outside the key a little bit. Experiment, see if
you like it Now, this is not going to be
a music theory class. I'll have plenty of those. If you want to learn more about what makes the notes sound good and what notes you
can experiment with outside of key that are
likely to sound good. Have a whole bunch
of content on that. Check that out for now, I'll leave it at that. Just knowing that how this key aware setting
works and how to use it, if you want to just
stay in the key, you can hit this fold to scale button and then not
worry about anything, but let yourself experiment
outside of the key. You'll find some
great moments there. Okay, let's move on.
6. What is Sound Design?: What is sound design? Sound design is a weird term
and it gets a weird wrap. People have used that term to mean a lot of different
things over the years. It can just mean synthesis. That is primarily what it means. It means being able to dial
in a synthesizer just right, so that you can make the sounds
that you want it to make. But it can also mean
layering sounds, putting together a non musical
sound track for something. There are elements
of sound design in all kinds of things. There's an industry called industrial sound
design that would be like the beep that your microwave
makes when it goes off. That's industrial sound design. I've been hired before to make little beeps and things
for different apps, like zoom style apps. When you join a call it goes, I didn't make those
sounds, but I've made similar sounds
for other apps. There's a lot of sound design
that goes into video games. I would actually
define sound design broadly as creating
unique sounds, whether it's for
musical purposes or non musical purposes. What we're going to focus on here is talking primarily
about synthesis, the synthesis element
of sound design. However, I do have a
sound design project here that it's really short and I thought it would be
fun to walk you through. Maybe we'll do that and
I think I can give you this session since
it's all my material. Normally, when you're
doing sound design, especially for sound
design for a film, you can't really
share those sessions because you don't own the film. But in this case I do, even though this is
for a film thing, I'll explain it in a
minute. Let's do that now. Let's walk through this session and I'll talk to you a
little bit about how I think about sound design
and then we'll go into talking about the
elements of sound design.
7. A Film Session: Okay, this is a funny project because you've seen,
you've already seen it. If you're in this class,
this is actually like the for this class. Here's how this came about. I commissioned this artist
to make this thing for me. Intro bit that you saw at the very beginning
of this class. What he gave me was this
video and it was great. I liked it, but it
was totally silent. Which I also preferred because I wanted to do
the sound design myself. I did the sound
design here in live. A couple of things. First of
all, in order to do this, you can a video file into live, and that's
what I did here. It shows up like this. This will be the files audio which was blank when I got it. Then it pops open a new window that you can move around
that shows the video. I'll just leave that
video right there. And then I'll just play
through this once and so you can see what I did. Let's do that. Okay, this is actually
a quite simple. First, I put in this
boom, swoosh sound. Okay? That's really
it, It's very dry. But I doubled it
with this sound. That's a sound that I had from another project
where I added that low descending thing. That's a very fashionable, almost cinematic
sound at this point. Then with the swoosh, I used the same sound again, but with some effects on
it to get the back part of the explosion. It's
the same as this. It's just got chorus
on it, nothing fancy. This is ship noise. This is an audio file I
took a long time ago when I was on a ship and just
walking around the ship. It's just random sounds and there's a bunch
of reverb on it. All right? And then
there's also this big boom on that first one. But it's not on any of
the others that's there. But it's quite quiet
so you don't hear that and then it
doesn't come back. That makes the second one
a little bit different. These are different pads, just like synthesis that I've laid down
onto these tracks. Then here's our only
actual Midi and it's just this long bass note
that happens right here. Just a big sound that gets added into
everything else there. This big opening thing is just
this sound but backwards. This sound, again,
backwards, sounds like this. If I turn all the effects off, sounds like this, but with a delay and a
whole bunch of reverb. It sounds like this. So pretty simple actually. Mostly audio. Just one video
or just one Midi clip here. But this is how a sound design
session works for a film. In order to make all
of these sounds, you really need to know
your way around synthesis. Even the audio file one, like these pads are just Midi. And then I rendered
them as audio. Even these booms
and swooshes and things to really understand
what we're doing here. It starts with synthesis. Let's get into that. I'm going
to give you this session. You can play around with it,
I suppose it'll come with this video. Yeah,
have fun with it.
8. The 3 Elements of Good Sound Design: When you are designing sounds, there are three things
to keep in mind. There are basically
three elements that you can adjust on a sound that you can craft to make that sound
unique and compelling. Those three things are
tamber, shape, and motion. Okay, remember those,
Tamber shape and motion. Let's define them. The trickiest of those three things is tamber. Tamber is a weird word. We use tamber in
music all the time. Timber literally
translates as color. It means the color of the sound, which is even a
more useless term. Here's what it really means. Imagine in your head a
flute playing a note. Okay? Now a piano playing that same note.
The same exact note. Now, what makes the flute sound
different than the piano? They're playing the same
note. The biggest thing that makes them sound
different is the tamber. It is the quality of the sound. My voice sounds different
than your voice. Why? Because of the
tamber of my voice. There's a lot of
things that go into the tamber of something
when it comes to my voice. The things that go into it are the shape of my
throat, the vocal chords, the shape of my mouth, the cold that I am
still getting over, stuffing up my nose. All of these things
contribute to the tamber, that is my voice. The actual technical things that change the sound
when it comes to tamber are called
overtones or harmonics. Okay, we're going to talk more about those in the next video. So hold on to that
for just a second. But the tamber is the
color of the sound, the thing that makes
a sound unique. Okay? Now the other two are
relatively simple shape and motion shape has to do
with is the sound fast. Let's think about this sound. Okay, that has a
very sharp attack. It's just on, it
doesn't fade in. It's just on. It has
a pretty quick decay. It ends when the sound ends. It doesn't sustain for a while. I don't know. Let's
think about this sound. Okay, it's on. When I play the note,
it's off, right? It's like the clap in that
it has a similar shape, but a shape can slowly enter, it can move around
while it's sustaining, and then it can fade out. There's a lot of
different things that the shape of
a sound can do. The third thing is
motion. That just has to do with while a
sound is happening. What is it doing?
Is it just still, or is there some motion in it? Let's listen to this
sound again now. There is motion here,
you can hear that's going, there's something happen. It's not a lot other sounds we encounter will have a
lot of motion to them. And they'll be moving around and doing all kinds of
different things. Those are really the
main three elements that we're always going
to be working with, Tamber, shape, and motion. Okay, now let's move on and talk a little bit about
overtones and harmonics.
9. Overtones and Harmonics: Okay, let's talk
about overtones. Get ready to have
your mind blown. Every sound is made up of
a ton of other sounds, like an infinite number
of other sounds. It's crazy if you
think about color, like the color purple is made up of red and
yellow, is that right? No, blue and red, right? God, I don't know
anything about colors. Blue and red make purple. You could say like
purple is the color. And then there's blue and red. Those together make purple. Overtones are like
the blue and red here to the purple for every sound frequencies
all above it and maybe even below it that contribute
to the timber of the sound. I know it's crazy, I'm
going to show you, but they're predictable. Let's look at this chart if you don't know how to read
Music That's okay. Here's what you just
need to understand. If I play this note,
it's a very low note. That's like inside that
note, that's the low. Inside that note there is
a C, an octave higher, C, and then a G, and
then another C, and then an E, then a G, then a B flat, that's
a little out of tune. Then a C, then a D, then E, then an F sharp, that's
also out of tune. Then a G, then A, then
B flat, out of tune. Natural C and then it just
goes chromatic up from there. There's a lot of notes
inside every note, and each of these notes
can have a certain volume. And how loud each
of these overtones are determines the tamber. Okay, it's weird. Here's another way
to look at it. Here is my voice. This
is just me talking. This is actually also from
the intro to this video. It's hugely valuable. Okay, The blue is the waveform. That's just the waveform
that you're used to seeing. But the orange are all the frequencies that make
up the tamber of my voice. You can see the moving
around quite a bit, but the bigger, brighter ones
are the more dominant ones. As they go higher, they get darker and darker, they disappear because we're
showing volume in terms of brightness or orangeness. Here you can see the main
tones that I'm speaking in. And then all these
other orange bits are frequencies that
are in my voice. Okay, What we need to do when we do sound design is we're really sculpting
those overtones, All those notes above the note that we're
actually trying to play, there's the sound, and
then there's all of these notes above it that
contribute to that sound. As we do sound design, we're sculpting the
original sound, but also all of those
overtones above it. Okay? If you keep that in mind, it will help as you learn how to do synthesis and sound design. Now, one last thing
I'll say about overtones is that there, if you're into like
mysticism and weird things, there's all kind of lore and
mythology about overtones. I would recommend
to you this book, Harmonies of Heaven and Earth. I find this to be a
really fascinating book. This is not a science book, this is speculative stuff. But they have all things in this almost Pythagorean examples of overtones being used in
different ways like that. It's a symbol. We see a
lot overtone structures being used to like build
pyramids and like weird stuff. It can get alot spiritual
if you're into that. I found that to be
a really fun book that talks about the
mysticism of music. And especially there's a lot
of talk about overtones, These theoretical undertones.
It's a whole thing. You don't need to read
that for this class. But if that interests you, that's a recommended book.
10. Synthesis Types: Okay, so let's get our
head back on Earth for a minute here and get back to the practical,
how do we do this? Let's start by talking about the different types
of synthesis. Okay, and then we're
going to go into the different elements
of all synthesizers. But there's a whole bunch of different types of synthesis. Maybe like ten if you get into
some of the weirder ones, but there's only five or so that we regularly deal with in live. Let me just explain the different ways that
synthesis can work. When we talk about different
types of synthesis, what we're talking
about is different ways of combining sounds
to make new sounds. First, we might have something
called additive synthesis. Additive synthesis
is quite simple. We take a sound, we
take another sound, maybe a third sound,
we add them together, and that makes a sound. We like in some of the other
classes in the series, I was doing things like layering different sounds,
Different synthesis. That's basically
additive synthesis. It's very simple, relatively. Now, additive synthesis isn't something that we
use a whole bunch. It's not a very popular
kind of synthesis. Maybe because it's simple, maybe because it doesn't result in usually really
compelling stuff. But subtractive
synthesis is probably the most common
type of synthesis that we use on an
everyday basis. Debatably, subtractive
synthesis means that you're going to start
with a very complex waveform. Which when I say
complex waveform, all that really
means is that we've got something with
a lot of overtones. It's very bright and buzzy, that means it's got a
lot of crazy overtones. We're going to start with
something like that, and then we're going
to use something called filters to chip away at it and take away the
sounds that we don't want, and then we're left with
the sounds that we do want. That's called
subtractive synthesis. There's another synthesis
called FM synthesis is this has a distinctive sound, but FM is a different
way of doing things. And one way I like
to describe M, which is a vast
oversimplification, but a simplified
way of looking at it is instead of taking two sounds and adding
them together, like we do with
additive synthesis, it's more like taking
two sounds and multiplying them together
and getting a new sound. We end up with one sound, but it's based on
several sounds. Multiplying or modulating is more accurate term to
make something new. Physical modeling is
another synthesis and that's a whole different animal. In physical modeling, what
we have is this big, long, crazy math algorithm that tries to replicate
the physical world. And we can get in on that and change
different parameters. You might have an
algorithm that says, here's a physical
model of a violin. There's ways to control the pressure you're
putting on the string. The pressure on the bow, how many hairs are on the bow? What the humidity is outside, everything that's going to
affect the sound of that. Now, physical models
can be really complex, but when we use them in
something like live, we have fairly simple tools
that deal with all that math. For us, it's not like we get this huge algorithm and we
have to plug in numbers. It's not like that
at all. We get a slick interface that
lets us adjust things. Last one I'll talk about just as an introduction is
wave table synthesis. This is probably the
most complex sounding. What we basically have here is a whole bunch of
different sounds. And then when we play one, the software scrubs through all these different
sounds so that it makes a new sound by scrubbing through a whole
bunch of other sounds. If you imagine those
big gnarly bass sounds that you get in Dub
step and things like that, They're like that stuff. That's Wave table, if you've used a very popular
synthesizer called Serum, that's Wavetable Live, does have a built in
wavetable synthesizer. It's called Wave Table. We will be looking at
how to use that shortly. Just a quick overview of
a couple different kinds of synthesis that
we have access to. Now let's go in and talk about the different elements
of all synthesizers.
11. The Oscillator Section: Here's what I have here. I
have a T, a new Midi track. On that track, I put
an analog instrument. Now I just drug the analog
instrument onto here, which means we have
the default patch. I didn't load any preset. This is just the
default analog patch. It sounds like this. We're just going to work with
that for a minute. I like talking about these
different elements of the synthesizer with analog because it just kind of
lays them out really easy. I'm going to use
this as an example, but remember the point here is that after I point these out, we should be able to find these on any kind
of synthesizer. Okay, We're not just
going to learn analog, we're going to
learn how to learn synthesis, if that makes sense. Okay? All right, so first
the oscillator section. Every synthesizer has
an oscillator section. They might not call it
the oscillator section, but they have an
oscillator section. Now, in analog it's this. We actually have two of them. You can see ask one
and ask two, okay? There are these
two things, okay? What is an oscillator section? Oscillators are the only part of a synthesizer that
actually make sound. Everything else is about
sculpting that sound. The oscillators are units that actually oscillate
and they make sound, we can say, make a
wave form that is a sine wave and it's going to oscillate and make a
sine wave like this, because that's what
sine waves do. Or you can say make
a triangle wave. And it's going to go, that's
what triangle waves do. We can tell it what wave
to make and then it's going to just start going
and generating that wave. Right now we have
oscillator one is set up to make this shape of a wave
that's called a saw tooth wave. An oscillator two is set up
to make a saw tooth wave. They're both making
a saw tooth wave also in the oscillator section, in addition to the wave type. And I'll talk more about
wave types in a second. We have tuning. We can set the tuning
to do different stuff. Octave, semi, and tune. Now, these won't look the
same in all synthesizers, but you'll usually have
some tuning parameters. Octave means like big jumps
away from each other. Here's an octave, here's a, here's one octave up. Let me turn off oscillator two. Here's just oscillator
one octave up. You can think about an octave as like the register
that we're in, low or high, and a
couple in between. Semi is semitone. That's every note on a
piano, if you look at it. White notes and black notes. There are 12 of these
for one octave, okay? If you go up 12, let's do it 12 and then I go down to zero. But 12 here, some same, okay? 12 semitones per octave. Tune is sense. This is like very
fine amount of space. There are 100 of these
per one of these, okay? With these, you're not even
going to hear it at first. Okay? So the numbers here
are a little confusing. I think what we're seeing
is one would be 1 stone, so we're going up by
percentages of a semitone. We can go all the
way up to three. Okay, so that's our tuning. Now let's talk a little bit
more about oscillator shapes.
12. Waveforms: Okay, because the oscillator is the only sound making thing, it's important to understand the different shapes
that we have available. Now, not all instruments
have the same shapes. There are four
really standard ones that almost all
instruments will have. Then some instruments have
different and wacky ones. But let's look at those four. First, I'm going to switch over to a program
called Audacity. Maybe you've heard of Audacity. This is a free
program that you can find online if you
just search for it. I like Audacity because it
shows us we can zoom way, way, way in and see
individual waveforms. What I did in audacity
is I asked it to generate a sine wave for me, 30 seconds of a sine wave. It sounds like this.
Okay, That's a sine wave. A sine wave is the most
pure sound we can make. It has very few overtones, okay? It has the fundamental pitch
that we ask it to make. And then above it, the overtones are almost none. That's what makes it
so, just pure, Okay? If we zoom in and look at it, zoom way, way, we're looking at fractions of
milliseconds now, okay? We see a sine wave. A sine wave is just a
perfect flowing thing. Okay? It's the most simple
sound we can create. However, it is super useful, we'll be using sine
waves all the time. All right, let's go, let's
select all and delete this. I'm going to tell it to
generate a square wave. This is another one of the
most common wave forms. Okay, Now a square wave
has a lot of overtones. It's going to sound more buzzy. The more buzzy something sounds, the more overtones it has. This is what a square
wave sounds like. Okay? Doesn't sound all
that useful, but it is. Trust me, if we zoom way, way, way in and look
at a square wave, we can see that
it's like a square. It goes up, flat, down, flat, up, flat, down, flat. It's just a square. It makes these squares
all over the place. Now the general rule is that the more right angles or the more sharp
edges a sound has, the more overtones that
it's going to create. It's just a weird thing, I don't know the math or physics
behind why that happens, but it happens in this case. This has these flat sides
to it, all over the place, which makes it very buzzy, which means it's going to
have a lot of overtones. Just contrasting those,
21 is really smooth and simple with no overtones
or very close to it. The other is buzzy and a lot of overtones.
Just what those two. We can make a lot of sounds
by just combining them and then using some
other tools that we have in synthesis to shape them. But let's learn
about a couple more. Let's go select all
and delete and go to Generate Tone and saw tooth. Okay, a saw tooth, I think we just saw a saw tooth. Saw tooth looks like this. Zoom, it looks like the
teeth of a saw, right? It goes up and then
straight down almost, and then straight down. Now you can see this has some sharp angles in it and that means it's
going to be a bit buzzy. But it's differently
buzzy, right? You hear the difference between
that and the square wave, that's Tamber, that's
that buzziness. That's the overtones. They sound different. These have all been playing the same pitch. Okay? Sine waves, square
waves, sawtooth waves. The thing that makes
them sound different is the overtones
generated above them. And the overtones are generated because of the shape
of the wave form. Okay, now there's one more
that for some reason just isn't built into audacity easily and that is
the triangle wave. Triangle wave is a lot like a saw tooth wave except
instead of a flat side, it has a side that comes down. Similarly if we go here, this one doesn't have a
triangle wave either. Interesting the
different shapes. In analog, I have sine wave, I saw tooth, I have square, I have this one which is noise. Right? We'll talk more
about noise later. This one doesn't triangle. Audacity doesn't have triangle, but triangle wave is one of the, what I consider to be the
forest standard forms. But not everything
has all of them, Every synthesizer is
unique in that way. But they're always going to
let you dial up something. Triangle wave has
a similar sound to a saw tooth wave. Okay? No matter what synthesizer
you are working on, you will be able to find
an oscillator section, you will be able to
select some wave form. You're probably going to see
sine wave, saw tooth wave, square wave, maybe
triangle wave, and then maybe a handful
of other unique things. Whenever you encounter a new synthesizer,
just walk up to it. And your first
questions would be, where's the oscillator section?
13. The Filter Section: Okay, the second big section of any synthesizer is
going to be the filters. Okay. Find the filter section in our analog instrument,
here it is. This right here, okay,
this says filter one. There's also a filter
two down here that's currently off filter one. Okay, we're always going
to have to control. Well, not always, Not all
synthesizers have two controls. But most of the
time we should have two controls on our filter. One drop down menu
with a few options. Okay, let's talk about
these options first. What does a filter do? A
filter is the main tool. We have to carve away sound. It's going to filter out
certain sounds, okay? We have to tell it what kind of behavior we want it to have so that it can filter out the sounds
that we don't want. Here we can see in this list several different kinds of
filters that can be used. Low pass band pass notch,
high pass informant. Okay, let's start
with low pass Now, in order to show you
what this filter does, I'm going to pull up
something different. I'm going to pull
up an audio effect that I can show a filter in, in a much easier
to understand way. Here's EQ eight, okay? I'm going to make this
nice and big for us. We'll talk about
these filters later. I'm going to turn these off. We're just looking
at one of them. Okay, let's set up
a low pass filter. Okay? So here's what a
low pass filter does. In order to read this grid,
here's what you need to know. Low sounds are on this side, and high sounds
are on this side. Low frequencies and
high frequencies. Okay? Low stuff, high stuff. Then in the middle, we have zero, and
then we have 612. And then under that negative
six and negative 12, this blue line,
when it's on zero, that means we are doing
nothing to the volume. But when I go up, now we are boosting the volume. When I go under that zero, we are cutting that volume. Okay? If I do this, what it means is
that we're not going to do anything to the
volume on this low stuff. But once we get up to
right around here, we're going to start decreasing the volume of the higher stuff. Here's one from a little before one K all the way to a
little bit after one K. All right, so we're going
to reduce the volume of those frequencies as they get louder then anything
above this point, we're just going to mute out. We're not going to listen
to it. This is called a low pass filter because it lets the low frequencies
pass through it, not the high frequencies. If we want a high pass
filter, we want this. It's going to let the
high frequencies pass through it and get rid
of the low frequencies. Okay, going back to
our filter in analog, we have a few different
choices here. Low pass 12 and low pass 24. Okay, let's go back
to a low pass. Low pass 12 is going to
look something like this. Oops, that's not a low pass. Here we go. Low pass 12
is something like this. The number has to do with
how steep this line is. Okay. If that's 12, 24. Oops, 24 is going to look
something like this. It's going to be steeper. Okay. The number technically
is decibels prerogative, but you can just think
of it as how steep this line is. Okay? That's low pass and high pass, band pass would be
something like this, where we have just a single area that we're letting pass through. And then notch would be
something like this, where we're notching
out some area. In this case we're
not going to hear these frequencies in here and these ones are going
to be awfully quiet. Okay, let's go back to analog. If I say low pass 12, you have to imagine
this filter shape in analog because analog doesn't show you what that filter
is actually looking like. That's why I'm using this EQ out here so that you can help you visualize what this is doing. We don't need to use
this for sound purposes, I'm just using it to show
you what it looks like. Okay, then frequency. Okay? Frequency is going to be also known as the
cutoff frequency. That means where does
this start to slope down? Okay, We can adjust that. Then resonance, resonance means, give it a little kick at the top is the way
I think about it. Resonance is going to
be something like this. This means it's going to boost a little bit
right at the top, right before it starts to cut away. It's
going to boost it. It makes a laser gun effect. I'll show you in a second. Okay, so let's get rid of this EQ and then
let's just hear this. Okay? Let's move
around my frequency. Remember we have
a low pass here, so as I move the
frequency around, we're letting
different amounts of high frequencies come
through or get cut out. All right, so now the high
frequencies are getting cut out and we're left just
with the low stuff. Why? Okay, if I take
resonance all the way down, we're letting more high
frequencies come through. Okay, now let's give it
some more resonance. You can hear what
resonance does, give it that kind of leisure. I do that same thing
without resonance. Okay? So resonance can be fun, it can be a sound, It's an effect that you
may or may not use. Okay? Then the only
other thing here in our filter section right
now is this two filter two. This is unique to analog. It's going to let us send
the signal after this filter down to our second filter so we can do a little
bit of routing. We'll talk through that shortly. That's not something
you'll always see in a filter section. We have the oscillator section, we have the filter section. Now, up next is the envelopes, and this one works a
little bit different.
14. The Envelopes: Remember a little while ago I said the three
main elements that we need to focus on to create sounds are tamber,
shape and motion. Right, with Tamber, we're primarily talking about
the oscillator section. Okay. That's what's really
going to control our tamber. The filter section as well is going to contribute
to our Tamber. The envelopes are what
really controls the shape. Amongst other things, envelopes are not necessarily a section, but they are
scattered throughout. Most synthesizers
in various ways. You can see one right here. This is what they look like. Okay, if I click on the oscillator section,
this is one as well. This is a little bit
different looking one, but this is still
an envelope filter. This is an envelope amplifier. This is an envelope. They
are all over the place. This little graphic,
the envelope, we can get access to its
parameters over here, but you'll get really used
to seeing the syllographic. In fact, Ableton likes to do
it a little bit different. If you're looking
at any other synth, you might see it
looking more like this. This is the more
traditional thing. If you told me, if you drew this little picture and
said, what is that? Most experienced sound designers or producers are immediately
going to say envelope. The other thing they
might say is ADSR, which I'll talk about
in just a second. What does an envelope
do? Well, let's play with this one, for example. This is in our amplifier, so this is going to
be a volume envelope. We can apply envelopes to do a whole bunch
of different stuff. What they do is give
us certain points that we can apply to
different parameters. With the volume envelope, we can say, how fast
does this sound? Does it start right away? In which case this line is going to be
straight up and down. That starts right away. Do I not want it to start right
away? Do I want to fade in? Then we do that.
Now it fades in. So now we're already
just giving this a lot of shape just by
doing that one thing. Okay, how do we want
this sound to end? Do we want it to fade out? In which case it is. I'll show you when
I'm lifting up my finger right now. Right. It's got a quick fade to it. Let's make that fade longer. Here's our note now. I'm
going to lift off my finger. Very slow. Fade out. Come on. Okay, long, fade out. What if I wanted to just stop the second I
pull my finger up? Just stop. Okay. My
finger just stops. There's some other points here, and I'll talk about
those in just a second. With this, I can make
a pad kind of sound. If I do a slow attack
and a slow release, now I've got like a right, like more of a pad Sound. Or if I do it with a quick
attack and quick release, I have more of a lead sound. Ignore the weird glistening, that's my weird Roy
Seaboard keyboard. It's kind of strange sometimes, but let's go here. We can have a filter
envelope, right? So with this envelope,
we could say, I want my filter
frequency to open over time and close over time. Right? Now, listen,
you hear that go, boy, that filter opens up
over a minute over, well, a half a second or so. In fact, 835 milliseconds, that's the actual amount. Ok, can make that go slower, slowly opening that filter, we're giving our sound
even more shape. The two most common
are amplitude, which is like the volume
which really gives it shape, and filter, which contributes
to motion in the sound. Okay, now let's talk about
this graph a little bit more and talk specifically
about this ADSR thing.
15. ADSR: Okay? This little graph is called
ADSR envelope, okay? Adsr, those four letters
match to the four points. This line is our A. This line is our D. This line is our, and
this line is R. Okay? Here's what they stand for. Attack. Okay? The attack line. If that's straight up and down, then we have an instant attack. If it's on an angle, then we're going to have a
slower attack, right? That can be straight up and down or varying degrees. Okay. We can also control
the attack right here. We can say we want
a very slow attack, 15 second long attack, that's insane, or
a instant attack. Okay, The first
parameter is the attack. Now the second
parameter is the D DSR. The D stands for decay. How fast does that
initial sound decay? Now in order to visualize this, think about hitting a
symbol, like a crash symbol. Going on a crash symbol, you're going to hit that
thing with a stick. The attack is going
to be instant. As soon as you hit it,
it's just bang loud. Okay. The actual hitting of the symbol with the
stick is very loud. But once, once you're done with the actual contact
of the wood to the symbol, then that symbol is going
to ring at a volume that is lower than it was when you actually were
hitting it, right? That's what this decay is. This is the amount of
time and the amount of distance it takes to get down
to that sustained level. Okay, let me show you a
couple examples of this. If I do this, what's going to happen
is we're going to get a sudden sound
because of that attack. Then very quickly actually
make that less quick. The sound is going to
decay to almost nothing. Then it's going to sit here
on the sustained part, you're going to hear the
sound go up and down and then sit to where it's
at, its sustained moment. Okay, let's do that
a little bit faster. Actually, let's do the
decay a little slower. Oops, We're still on
filter envelope, okay? So we can hear the filter going open and
closed kind of fast. Okay, let's go back to our volume envelope where
it's a little easier to hear. Let's just open up our filter envelope and
go to a volume. Okay? Now, here we're going to hear that sound go up
and then down quickly. Okay? That blip you
heard was this. Let's make that blip
a little bit longer. Okay, let's make our sustain
a little bit louder. Now you can hear the volume go up and then come down and then
get to a sustained point. Now we're at the
sustained point. That's our third thing, the S of ADSR sustain. The sustained one works a little bit different
because it's not a matter of time where these
other ones are about time. Attack is about how
fast that sound gets in decay is about how fast that sound goes down
to its sustained point. The, the sustain is at a level, this is about a level. How loud is it going to be while we're just
sitting on the note? It's just going to
be there forever. If I go like this, then we're going to have
a initial decay. And then we're going to
sit on a volume that's almost the same as where it was. In fact, we can get rid of the decay completely
by just doing this. And now we're, that's
not very interesting. Sound. Although it
does have its uses, where this line is, this is going to be allowed
sustain and no sustain, quiet sustain, medium, sustain. The S is the volume at which it's just going
to sustain at forever. But the end of the sustain
is this point right here. This point is created when I
lift my finger off the note. Okay? This is letting
go of the note. Is that point right there? We can't control
that point here, because that point is
controlled by when I lift up my finger or when I tell the Midi note to stop playing. But as soon as I do
that, this happens. And this is the R, which
stands for release. When I release the note, does it immediately stop or
does it fade out slowly? Does it fade out really slowly? Okay, so now we can craft a sound with some shape to it in
a way that we want. Okay? I let go and that's
what happens, okay? That's how envelopes work. You'll see this ADSR
stuff all over the place. Sometimes you'll just see four
knobs and they'll just say ADS and R. And you'll just
have to know how those work. We can just them here,
S and R. We have this sustained time which doesn't really apply
to us right now. Adsr envelopes are crucial
part of synthesis. Get used to seeing them and understanding the
four different points that they're dealing with. The.
16. The Amplifier: Okay. Last but not least, the
fourth main element of any synthesizer
is the amplifier. Okay? Amplifier is
the simplest one. We will have an envelope in the amplifier to
control the volume. We'll also have our main level, because we got to
give it some juice probably panning is
in there as well. Panning is your left
and right balance. All the way left. All the way right. If that sounded the same to you, then this video might have
had its panning removed, which happens on some platforms. It's weird, I don't know why
they do that, but whatever. That's the amplifier
section now, any synthesizer is going to have those four sections
somewhere in it. And then probably some
bells and whistles, things like LFO's unison glide. That's it for this one, we'll talk about those
as they come up. But those are the four
sections as we go on and start learning the
different live instruments. I'm going to do it
by saying, okay, let's look at a new
instrument and say, okay, where is our oscillator section? And we're going to find it and we're going to
learn how it works. Then we're going to say,
where's our filters here? Where is our
amplifier? Here it is. If you understand
those four sections, learning any synthesizer
is going to be 1,000 times easier, trust me.
17. Overview of the Ableton Live Instruments: Okay, so for the next
big chunk of this class, actually the majority
of the rest of it, we're going to go
through each instrument, We're going to go through
everything in this list. Not exactly in
order though here. They're just an
alphabetical order. And I want to do it a little
bit more systematically. We are going to
start with analog, which we've already
been looking at, so it'll be familiar, but we're going to go into
a little bit more detail. Then we're going to move
into operator because it's similar to
analog but souped up. And then we'll move through
all of these eventually. Now the way we're going to
do this is I may not explain every single button and knob. If there's a button
and knob that you're dying to know what it does and
I haven't talked about it, just remember to turn on that info view to get that
little box down here. You can even just hit
this little button, it's going to show
you those things even if there's a parameter
I don't talk about, it's there in that
info view for you. However, I'm going to talk
about most parameters. We're going to walk
through looking for our four different areas. That's the oscillators, filters,
envelopes and amplifier. Then we'll also dissect
and look at some presets. Design some sounds of our own. I'll share some files with
you and show you how you can u save your custom made patches and share
them with people. There's also a few max for
live devices hidden in here. You can tell by the icons, all these DS instruments
max for live devices. We will be looking at
those in this section. I just want to point
out that these are max for live devices, but we'll talk about them. There's actually a
few more max for live devices that are not in this list that are worth
talking about as instruments. One in particular
called the granulator, we'll talk about that near
the end of this class tube. Okay, And then just last thing I'll say on this topic before we dive in is just remember the common things that
all instruments do. If you want an
instrument on a track, you load it in or
load in a preset, You can put in audio
effects after it, You can put media
effects before it. Okay, so with that in mind, let's dive in a little
bit deeper into analog.
18. Live’s Analog Synth: Okay, so let's start
with a fresh analog. I'm just going to pull
the default device over here onto this track,
then let's take a look. Okay, so we know our way
around a little bit, right? We already know our
oscillator section, our filter section, and
our amplifier section. But there's more here. Things we don't know are
things like the LFO's. We'll talk about those also, How the different oscillators
interact with each other. We have two oscillators, three actually, I don't
know if I mentioned this, but the number of
oscillators instrument has, or any synth has is
one of the things that makes different synths
unique to each other. Some synthesizers just have one oscillator in their oscillator
section. Some have two. Like this one though. This has three. I'll talk
about that in a minute. Four operator that we're
going to look at soon. Some have 100, most of them have 2-4 but there are some that have just like
insane numbers of oscillators. One other thing that
is common in a lot of the Ableton instruments is that as you
click on a section, you're going to get more
controls down here. This whole black box is unique to whatever you
just clicked on, right? If I click on
oscillator section, this is all related to
that oscillator section. If I go to filter section, this stuff is related to
that filter amplifier LFO, even see it's all graded out here because
that LFO is off. Okay, so let's walk through our signal flow of analog because it's a
little complicated. Then we'll focus
on these LFO's for a little bit and then
we'll make some stuff.
19. Signal Flow: Okay, let's take a look at the signal flow within
this synthesizer. This will help you
understand how to use it by analyzing the signal flow. Now, most synthesizers give you some clue as to what
the signal flow is. A lot of the time
it's in the design. Especially when you get
into analog synthesizers, some of the design
elements will point you into how the signal is flowing like in this
synth over here. It's got all these like design elements
that are actually, once you stare at
it for a while, seeing that they're
like arrows that are showing you like this goes that way and this goes that way. But this one doesn't have that. Although things generally
flow from left to right, however, they can take some
turns along the way, okay? So if we turn everything
off on the bottom row, what we have here is
just our oscillator. Oscillator one is going
to go to filter one, which is going to go to
amplifier and then out. Okay? However, it's a little
more complicated than that. There's a couple points
where things can diverge. The first one is right here, filter one, filter two here. We're saying where do we want this oscillators Sound to go? Right now it's set
to filter one, which is here easy enough. But I could change this
to say like 50, 50. Now it's going to filter
one and filter two. Half the signals going here and half the signals going there. Why would I
want to do that? I could set two different
filters that way. I could say this filter
has a whole bunch of resonance and a pretty
high cutoff frequency. Whereas this filter has a lower cutoff frequency
and maybe less resonance. Maybe this is a different
shape of filter. There's a lot of
different things I can do with that here. We're just splitting the signal and sending it to two
different places. Now if I do that though, I need to turn on amp two because otherwise
the percentage, half the signal that's down here into filter two is just dying. When it gets to here,
it's not going anywhere. I got to turn this on
if I want to hear that. Filter one, filter two, I can do it on this
oscillator two. I could say this one
is going to go all to filter one or all to filter two. You might be thinking,
could I just make this one filter one
and this one filter two, so that they roll right
across from left to right. You totally can do that, and that's a perfectly good
way to use this instrument. But if I did this now, both oscillator 1.2 are
going to filter one, and then to filter two, half of their signal each, you're going to get a slightly
different sound that way. Let's keep it simple.
Let's go filter one and filter two down here. Now there's another point where things can diverge
if we want them to. That's right here. This
says to filter two, what percentage do we
want to go to filter two? That means that if
I take this signal, this is all going to filter one. So it's all going here.
After it goes to filter one, it's 100% being sent down
to filter two anyway. But that's different, right? That's different than
the signal going from here half to filter
1.5, to filter two. This says all of this
signal is going to go to filter one and it's going to
be filtered by filter on. All of these settings are
going to apply to it. And then the result is going to go out and down to filter two. Makes sense. Then filter two is going to send it over to amp two. And then we'll hear it. We can't send filter
two up to filter one. That's our signal flow. We've got these 123 points where we can interrupt
the signal flow and send it around the synthesizer
in different ways. All of that's going
to change the sound. We'll look at some
examples of that soon when we look at a few presets, or maybe design
something of our own. After we get to the amplifier, we're going to go right out. We're going to hit
this volume knob for one more main volume adjustment. And then send out, which out obviously
means back to the track. It's going to hit this meter and then our main meter.
That's our signal flow.
20. LFO: Okay, let's talk about this LFO. Lfo. I always debate whether or not I
should include this in my four sections of
the synthesizer, because just about
every synthesizer I've ever seen has an LFO in it. But I usually leave it off
just to keep things simple. But it is a common thing
that you're going to find. Let's learn how to use it. Our LFO is right here. First of all, what
does that stand for? Lfo is low frequency
oscillator, okay? So let's analyze that. It is an oscillator, right? There's an in it that
stands for oscillator. These are oscillators are
only sound generating things. How can that be that these oscillators are
sound generating things but these ones aren't. Well, these ones are low
frequency oscillators. They are too low for us to
hear. They're very low. Like under 20 hertz, we can hear down to 20 hertz is these are usually between
zero and maybe ten hertz. You can see the
typical rates here, they go up to 17 Hertz, I guess is the
fastest that it goes. It's too low for you to hear, you're not going to hear them. So what's the point? We're not even going to route these
to an audio output. We're not even going
to try to hear them. There's no point
in hearing them. What can they do? Well,
remember what oscillators do. They oscillate, right? They go back and forth. Or if you're like a sine
wave, they go like this. And they just do that forever. They're just like a
fish swimming forever. It's never going to stop. It's just going to
do this forever. Our idea here is, wouldn't it be cool
if we could take this and assign it
to something like, what if we wanted our volume, main volume, let's say
our oscillator volume? What if we just wanted like our oscillator volume right here, just to constantly be
going up and down, up and down and up and
down to create motion. Motion is one of
the main things we can control in a sound. If we could just have
this go up and down and up and down and up and down
and up and down forever. That might give us
some cool motion. We can use one of these low frequency oscillators and take that sine
wave that's on it, or it can be any wave and say, okay, you that are just
doing this forever. I'm just going to connect
you to my volume. And then you're going to go up and down like this forever. Makes sense. Let's
try it, basically. So I'm going to
turn on this LFO. Okay? Now this LFO is on. We'll play with these
settings in a minute. But let's go back over here. So I'm going to go over
to the amplifier and control this volume instead of this one. This one. I'm going to go here.
I'm going to go to level modulation is what
mod stands for here. Lfo one. Let's crank that up. Okay, now when I play that note, there it is. There's
our sign way of going. We're going a little
faster than I can go, but that's what it's doing
if I turn that down. Okay. You can think of
this amount that I'm dialing in right here as if I'm telling the volume to
go zero to 100, right? 222222. That would be
this all the way up. It's going where
it's actually going. But if I say 50, it's actually not going
to go zero to 100. It's more going to go 25 to 75. It's a little narrower
window, okay? It's not going all the way
down or all the way up, it's just sitting
more in the middle. And as I like pull
that number down, it's going to move less
and less and less. It does not have anything
to do with the speed. If I want to adjust the speed, that is the rate out here. Okay. So in my LFO settings, I have these two
little buttons here, Hertz and then what looks like a little note that is common, you'll see that in a lot
of different settings. Hertz means I can
dial this in based on the frequency 1.2 t. That
is a certain speed of LFO. That's cool. If I don't
want to deal with Hertz, I can deal with this,
which is actually just division of the beat, okay? This is usually more useful, at least in the way that I work. So here I can say now
it's at a quarter note. Okay, So let's
crank this back up. So now the pulsing that I'm
getting is a quarter note, because it says quarter there can switch it to an eighth note, this now it's an eighth note, we can control things that way. Now this normenclature here, quarter quarter,
eighth, eighth note. When you see a D after the
D means doted eighth note, that's going to be a little
slower than an eighth note. Means eighth note or
whatever you're looking at, here's eighth note, that's going to be a little faster
than an eighth note. You might be thinking, oh,
this sounds like a way to get those big web sounds
by just going, like doing a really
low sound like that. It is one way to get
those big web sounds. There's other ways that
we'll look at later. But yeah, this is one
way that they get those. It's within LFO. In
order to use an LFO, we have to turn on the LFO. We adjust the rate, which
is the speed of it, and then we assign
it to something. So far we've assigned
it to an amplifier, but there's tons of other
things we can assign it to. We can assign it to panning. Okay, now it's
volume and panning. Let's turn off volume, okay, now it's panning. I could go into my
oscillator and say, now the pitch is going to
go up and down like crazy. And what's interesting
is that you still hear a frequency right
happening underneath that, a quiet frequency that's
just staying said steady. Do you hear that? That's this other oscillator. I've only turned on the
LFO for one oscillator. Okay, this is really annoying. So let's turn that off.
I can do filter stuff, I can say frequency
modulation with the filter. Crank that up, 99. Now my filters go on all
up and down like crazy. So let's do that. Not crazy. Now we can hear the panning and the filter are both
being affected by the LFO. Okay, Now if I want to
make a more complex one, let's turn on a second LFO. Let's set it to dotted 16th note and put that one down here on pitch
mod just a little bit, just to give us a
little vibrato feel. We'll also put it on
this filter a lot. Now we're going to have
a pretty complex sound. Okay? We've got a ton of motion happening in this
sound now, right? So we've really
achieved that motion that I like in sounds. Not all sounds need to
have motion, but it's a, it's a nice thing
to add sometimes that is what the LFO does, okay? We can turn them
back off like this, and now we're just back
to where we were. Cool.
21. Programming Analog: All right, let's make a patch. In analog, typically when we put something together
we call it a patch. I don't know why
it has to do with probably like analog
where you're like actually moving patch cables
around but we still like to call it a patch even though we're just dialing something in. Let's go back to
our default patch. I'm just going to load an analog back up
onto the same track. You can drag it right on top
of your existing analogy. That's going to take us
back to our default patch. Now maybe I should point out here that you can change the
default patch if you want. I wouldn't really recommend doing this, but if
you really want to, if you dial in a patch and
you're like, that's me, that's what I want my default
patch to be going forward, all you have to do is save that patch with this little
save button and then control click
on the header of your analog and say
Save as default preset. But we're not going
to do that right now. I will talk about saving and sharing patches
in just a minute, but okay, so we have a default
patch. Sounds like this. Okay. What do we want,
what do we want to make? Let's make a pad Sound. Okay, pad sounds. Are those slowly
evolving sounds? They've got a lot of
motion in them usually, but they're very delicate. They're not, they can be bright, but slow attack, slow
release, all that stuff. Let's start there actually. Let's go to our amplitude
amplifier and just say we want slow attack
and a slow release. Let's hear that maybe
a little slower on the attack, it's pretty good. I kind of like, you know, like in full honesty, you know, like a big kind of
confession is that I really like the
default analog sound, especially like in
a fifth like that. I just really like that sound. I think it's just
gritty and nice. But let's change it, let's go to our
oscillator section. Okay, If we want a calmer sound, we could switch over
to our sign wave. We could leave this one saw tooth feel like it's changing everything
a whole bunch. Let's do both sign waves. That's not bad but it's
a little too clean. Let's try, let's
go back to this. I like that. Okay, let's
set our filter up. Well, actually before
we set up our filter, there is one thing
we can do that'll make this sound a lot thicker. It already sounds
pretty thick because of that saw tooth wave. But let's go to two sine waves. Right now, I have two sine
waves doing the same thing. They can go to
different filters, but the tuning is
the same on them. One thing I could do here
is maybe I'll take this one and tune it
down by an octave. Now listen, now we have a
whole different sound, right? It's almost like an organ. I can even do a
little bit more if I changed the tuning of it. If you pull one oscillator out
of tune just a little bit, you'll get this density to the sound. It makes
it really thick. Now, it's not so obvious when
we separate it by octaves, let's go up to the same octave. So now we have that, but watch this right at it creates its own little LFO just from the notes being lists,
like a little out of tune. They're doing this, that
can be a good sound, but I don't think I
need it here because I liked the octave
difference better. Okay, let's leave
that out of tune. Just the hair, okay? Okay, so now what are we
doing with our filters? This one's going
over to filter one, this one's going
over to filter one. Okay? And then we're going
all to filter two afterwards. So let's tighten up our filter
a little bit of resonance. Let's go up an octave here,
there's that resonance. Okay, let's turn on this filter, add a little bit more
resonance in a different spot. That's nice. I'm
going to play with those filters with an
envelope in just a second. Okay, let's go to amplifier two out and just leave our level
just like that. Okay, so I'm getting
a weird click there. I think it's from
this other filter. We'll deal with
that in a minute. Okay, let's add an LFO and just create a little
bit of motion on this. Let's do it with our filter. Let's add some
frequency modulation. This one too. A little
bit from both of them on. I don't really care about the division of the
beat right now. I just want a slow
ambience here. Okay? Okay, here's where that
click is coming from. I didn't set an envelope, an amplitude envelope
for my second amplifier. It certainly is
down a little bit. Okay, Now let's add a
envelope to my filter. Okay, let's turn it
down a little bit. All right, so it's
actually not a bad pad. Sound No, let's try that again. Let's make a little itty
clip so that we just have a, okay, I don't really
love that LFO, but without it, we have a pretty good sound. It's quite simple and nice.
22. Saving And Loading Patches: Okay, throughout this course, I want to be able to give you
these patches that we make. Let me just show you how
you save and share a patch. This works the same. I believe for all instruments, what you need to
find is this little disc icon right there. So I'm going to hit Save. As soon as I click
that little disc icon, it jumps me in my browser
over to user library. And then is prompting
me to give this a name. Let's call this sign pad. Okay? And it's going to
automatically attach ADV Ableton device to it. Okay. Now this is
my patch forever. I can load this up as a
patch that I made neat. Sometimes people do stuff like abbreviated
with their name. I can click command
R to rename this. And I could save like J
sign pad if I wanted to, just to know that like
this is what I made. But I don't actually
really care about that. I'm going to get rid of that. Okay, great. Now, if
I want to find where this is on my computer because this is an actual file now, this little sign pad ADV. If I want to find this
and send it to you, I can control click and say, Show and Finder. Here it is. This appears to be another one I've made, massive base synth. Maybe we'll load that
one up in a minute. I will post this in the class. You can download it once you
get it on your computer. If you just drag it over
into your It take it, you can see where it's
willing to put it, any of my collections. And then my user library. If it's in my user library, it will show up
in synth presets. Or at least it. Okay.
I'll post that here. And then let's come back and do a little preset deconstruction.
23. Preset Deconstruction: Let's do a preset
deconstruction. This is a great way to
learn any synthesizer. I love doing this literally. This is how I learned
all this stuff is by doing this over and over. Let's go to instruments analog. Open this up so we
see all our presets. All I'm looking for is I
don't want to look at a rack. You can see by the icon, this is an analog preset. It's got this icon and
we're in the analog folder. This one is a rack,
an instrument rack. We'll talk about
instrument racks shortly, but I don't want to
go there quite yet. I just want one
that doesn't have this line in the
middle like this. I'm just going to find
like a random one. Okay, let's check that one out. I'm going to drag this
one over on here. Let's take a look. Okay, so here's what it
sounds like. Interesting. Okay, so oscillators, we have two square waves
and they're both on. Everything's going to
filter one completely. The volume is different. It's interesting that they took the oscillator
two's volume down. It's quieter than
oscillator one. That's interesting.
We have no LFO's on. I'm not seeing any LFO's
down here. That's just fine. Now, pitch wise,
nothing adjusted here, but down here we're
up $0.07 Now that's really prevalent because we can hear that we're
playing like a harmony. The seven semitones
is a fifth, right? So that means that we're hearing the interval of a
fifth in every single note. Which is great to know, because if I go down here and say like I
don't want that sound, like I want this sound. But I don't want to
hear that harmony. Just take this back down to zero and now we don't have it. Or I could change it to a fourth or, you know,
something else. Let's go back to where it was. Okay, cool. And then let's see
what it's filter is doing. It's filter as just a
wide open envelope, pretty low, no resonance, not doing a lot in the filter. Pretty simple amplifier. See this is really interesting. The envelope they've used here. Very fast attack,
but not instant. It's like ramping up
but really quick. Just but instantly off. Like no release at all. Just shutting off as
soon as we stop, No LFO. A little bit of glide. That's interesting. That means that if
I play a note and then another note before releasing that first note
and the notes overlap, it's going to glide up to
that note a little bit. There's just a little
bit of glide there. That's cool. That's
a cool trick. A really quite simple patch, but a cool sound. The thing that I like about these preset deconstructions
I like to call them, is that I could look at something like this
semitone thing. If I didn't know what that was. I can just play some notes
and then turn that dial right and listen and see if you can figure
out what it's doing. This is just a great way
to explore any synth, load up some of its presets
and then pick a dial, listen to it, and start turning that dial and see
how it changes it. That'll tell you a lot
about what it's doing. Okay, I did skip over
this noise thing. Let's go back to this noise and just talk about
that real quick, and then we're going to move
on to another instrument.
24. Noise: Okay, I said a few times
that in the analog synth we have two oscillators.
Kind of a third. You could actually
make an argument for four or maybe even five. Here's what that means. We have these two oscillators. These are two that we can hear. Here's our three. It's noise we can hear that. We will hear it. The four and kind of five
would be our LFO. Those are oscillators.
We can't hear them though, not really. But let's go back to noise. Why would we have noise? Noise is exactly
what it sounds like. It is if I turn off the
oscillators and just turn on noise Noise run through a filter you can actually
do a lot of stuff with. You can add noise to a synth. Like if we take this sound
and add noise to it, it changes the sound of
it quite a bit, right? So there's a lot of reasons that we might use noise on something. Another good one would be
just for percussive elements. I take this, take this, and I go like that, Okay, now I've got like
a percussive element. If I put that into
my sound right now, it helps with that
percussiveness, noise can be really useful. We actually also have
noise here in this shape. It is a cool sound, it's a useful thing, and you will see it in a
lot of synthesizers to have noise as an option, either as a separate oscillator or a wave shape in the
oscillator section, or both. As is the case here, it can be fun to add noise especially for
percussive elements, but sometimes just for Tamber
making a unique sound, we can change the color. This is basically a filter. Let's turn, let's
go back to here. All right, so this is
basically a low pass filter, but it does help change
the sound a lot. All right, let's move on
to operator where we are definitely going to see
the option to use noise.
25. Live’s Operator Synth Interface: Okay, I'm going to
try to make us a track using all of the
synths I have here. Going back to that square sync
lead preset that we made. I just put one note in here. I'm just going to let that drone through that whole section. So I'm going to rename
this track command, call it analog. Okay, Now let's go to track
two and make an operator. So if we go to instruments,
close up analog. And let's go down
to operator now. Operator is probably my
favorite synth in live. If I'm working on a track
and I'm just exploring, don't really have a clear idea of what
I'm going to do yet. I'm just playing
around with sounds. Usually I'll throw an
operator on something. It's a great tool
for just exploring. That's just a great
tool all around. Let's throw an operator up here. Okay, This one looks
a little different, but what do we need to do? Let's find our four sections. Okay, Well, comes first
if you said oscillators, I'm going to assume
you said oscillator, you said oscillator, okay? Whenever you're looking for
the oscillator section, a clue can often be
the tuning controls. If you see like coarse and fine, those are tuning controls. Here is an oscillator, okay, if I click on it, our contextual menu here, the stuff that changes as we
click on different areas. That's this black box again. This is going to show us some more controls
including our waveform. Okay, we have a lot of options for waveforms,
we'll come back to that. Okay, that means we have 1234 different oscillators
available to us. Great, okay, what's our second section
that we're looking for? Filters, right? Do you see a filter section
on the screen? Is right here, easily found by the word
filter in this case. But if you don't see
the word filter, you can usually find
it by looking for frequency and
resonance right there. Hey, look at that. We
have an envelope in it. Oka. If we want to look
around for more envelopes, we can find them
all over the place. If we go to our oscillators, you see oscillator and
envelope, click on that. There's an envelope,
right? Familiar thing. We've oscillators, filters,
envelopes and amplifier. Probably just right here. There's a big volume knob, last tone control, which
is another type of filter. We've also got pitch
envelope spread, transpose, some extra
stuff and an LFO, right? We know how to use
LFO's, there they are. General layout of the operator. Let's talk about signal flow.
26. Signal Flow in Operator: Okay, let's talk about
signal flow in operator now. This is a little bit different. We don't have the same kind of routing that we have in analog, but there's a whole different
routing scheme here. Let's start with our
first oscillator. Note that our oscillators
are labeled A, B, C and D. You can also take
note of those colors. Okay, that's important. Oscillator A, we look at it, we look at our settings here. After our oscillator
makes sound, it's basically going to
flow into our filter. In this case, all
four oscillators are going to go into
that filter, okay? And then that filter, assuming we don't do anything else to it, is going to go out
to our amplifier. So in a way simple, right, We don't have to deal with
routing and things like we did in analog, because everything,
all the oscillators go to the filter and then the
filter goes to the output. Simple, right? Nothing
fancy but wait, look at this right here. This is a little
curious, isn't it? Let's click on this, okay? See all these dots up here. Analog had a simple
version of this, but this is a much more
complicated version. Okay, let's go over here. What we're seeing here is not only routing of our
four oscillators, but actually different
kinds of synthesis. This one has all four oscillators
heading to the output. When there's a little line
coming down off that box, that means heading to the
filter and then to the output. In this case, we're going to
hear all four oscillators, ABC and D are all going out
and going to the filter. This is basically
additive synthesis, we could say it's subtractive
synthesis because we're still going to a
filter and we're going to chip away at those
sounds a little bit, But we're basically just piling on sounds
from oscillators, adding them all together. That's great, you can get some really cool
sounds that way. But what happens in a case
like this right here, what we have is there's
only one oscillator, the yellow one A, that's going to the output, the rest are going
into each other. Okay? That's interesting, right? We have oscillator D at the top. D is going into, which is going into B, which is going into A. What does going into mean? That means that they are
modulating each other. In other words,
oscillator D is going to control oscillator C
and oscillator C is going to control
oscillator B and oscillator B is going to
control oscillator A. This is FM synthesis. Okay, Now, in terms
of routing our sound, what you need to know is that no matter which selection we have up here in the end, all our oscillators come out, go to our filter and then
go to our amplifier. It's still relatively simple, but I want to spend a
little bit more time on this routing because this is
complicated and important. Let's take a minute
and talk about what M is and how we're
using it here, and also what all
these other ones are. Let's do that now.
27. FM Synthesis: Okay, let's go back to talking about our
LFO for a minute. Our LFO, if you remember, does this goofy thing, right? Like it just keeps moving. It's an oscillator that
is too low for us to hear and we can assign it
to do something for us, like control our volume, right? Now imagine that we take the
pitch of that oscillator. Typically an LFO is under 20
hertz, so we can't hear it. But what if we took
it up to where we could hear it and then assigned it to do something
to our oscillator. Okay, if we did that, then that LFO would be
modulating the other oscillator. Modulating just means
controlling it. The LFO is now not an LFO, It's an audio rate
thing that we're going to use to control another oscillator,
that's FM synthesis. Okay, it's an LFO that's
up in the audio range. We're not going
to hear that LFO, we're not going to
hear that oscillator, but we're going to
use it to modulate the frequency of
another oscillator. Okay, M stands for Frequency modulation, and
that's what we're doing. We're using one oscillator to modulate another oscillator. When we have a set up like this, let me go back to that. We have modulating C, which is modulating B, which is modulating A. If we look at any of these
other routing patterns, they are similar like,
let's look at this one. In this one we have A and B are just coming
out by themselves, but C is being modulated by D. We're going to hear
three oscillators is going to be a
modulated oscillator because D is modulating it. Let's go here. We're
going to have B, C, and D all modulating A. We're only going to
hear one oscillator, but it's going to be modulated by three other oscillators. Okay, let's go to this one. We're going to have
D modulating C, then is going to be
modulating B and A. Okay, all of these are going
to sound a little different. Here's our default patch. Let me just turn up these, okay? Now I have volume
on all of them. They're all just
doing the sine wave. Okay, let's go to
our modulation here. So now we're hearing
four oscillators doing the exact same thing,
okay, nothing fancy. Let's switch that
over to FM, right? Very different. Now we're hearing all of these oscillators modulate each other, okay? Let's go to this one. Slightly different, very
different and okay, so the modulation pattern or the routing matters quite
a bit. That's what FM is. It's this, or actually
really any of these are combinations of FM and
additive, or maybe subtractive. This is pure M, where we've got a whole bunch of things modulating
another one. All right, cool. All right, now let's try to make
something with our operator.
28. Operator Programming: Okay, let's make
something with operator. Let's go back to
our default patch. I'm just going to drag operator right back on there and make sure I'm back to my
default settings. Okay, so we have this, okay, let's take this Sound. Let's make something
a little more lead, something that I'll give
us a little bit of a, a little bit of a bite to it. First of all, that tells me I don't want to sine wave here. We have all of these
different wave forms, but you can see
they're quite similar. We have three different signs. We have a bunch of
different saws, bunch of different squares, Triangle noise,
looped noise white. And user, if I go to
one of these saws, they're basically
going to show you different amounts of overtones. This graph here is
showing you partials. What's fun about operator
is that you can just draw the partials you want and it's going to
change the sound. So you're sort of drawing
a wave form here. You're drawing the partials. But you can see down here what the resulting wave form is, so it's kind of fun. But let's go to one
of these squares. Square with three partials
is what that's telling you. Three overtones is
not very buzzy. Square with 64 is
going to be a lot more buzzy. Let's stick with that. Actually, I like it.
Now, one thing I'll point out while we're here
is noise and looped noise. White noise is pure noise. It has no pitch to it. If I select Noise, no matter what note I play, no matter what note I play, it's the same, right? Noise Doesn't matter
what key you play, because noise doesn't have
pitch. It's all pitches. But if you want Noise to have, you can do looped noise. What this is, it's basically
a little sound file of noise that can be looped
and that can have pitch. You can hear it looping here. That's the differences
between that. But let's go back to
squaare 64, Okay? All right, now let's
go to our routing. Let's do M something. In this case we're going to do, let's do this. One is modulating. A and C is modulating. Okay, let's add some sound to B. Okay? We want to
do something with those envelopes in a minute, but we'll leave them
how they are for now. And then let's take C and
go to a square wave also. Okay. I want to adjust my
envelope for the swelling. Just give me a little sound. I turn the other two off now. I'm going to modulate with this. Hey, I'm going to detune
this just a little bit and then we're gonna
bring back in and B. Okay. Kind of cool. I don't think I need an LFO, My filter is pretty good. There's a little kind
of frantic motion in there that I think is
coming from this tuning. Okay, let's set our amplitude
envelopes to be a little shorter or longer actually, is what I'm trying to say,
so that we don't get that doing Sound but we get
a tiny little faded. It's pretty good. What? I'm still getting
a little of that. Let's take that down. That's where it was, I think. Okay, pretty happy with that. Let's add that to our clip here. I think what I'll do here
is maybe some of our. Right, I think that
was a C that I put over there do flat. Going out of the key G.
Let's do a little bit more. Actually see a flat. Okay, that should
make a spooky sound. Let's stretch those out to be, I don't know, long. Let's make that like a few
bars and then maybe we'll change it to maybe some kind of a flat. Take that one down to F. Maybe
we'll take that back up. C, E flat, take that to D. Sure,
it's kind of weird. Let's see that E flat. Okay, Now let's go to our midi effects. Put a little arpegiator
on it, just for fun. We'll solo that, the pattern. Okay, not bad. Now, just to jazz it up a
little bit, jazz it up, but let's add
adios, add an echo. I always like echoes
on arpegiated stuff. It just feels rather nice Cut. Okay, I'm going to
combine these two clips together with command J and then just duplicate them
over and over and over. All right, let's hear what
we have all together now. Cool. Next I think we
need some kind of pad, but we'll get to that
when we get to that. Let's keep playing around with
the operator a little bit more and let's do a
preset deconstruction.
29. Preset Deconstruction: Okay, let's go to
our operator here. Let's look at some presets. Let's see here. How
about distorted keys? Disto lead. How about that one? I'm just going to pop that right there. This is a rack and I
don't want to do racks. Let's do that. That's close to what we had made in terms of a
lead like sound. Okay, let's look
at what they have. Oh, this is interesting
right away. Okay, our first
oscillator is up, it's a little out of tune. And they have this course
setting set to seven. Now this works a little
bit different than we saw in analog the setting. This is in a way a
tuning like thing, but really what this is
telling us is not octaves. This is telling us which
partial you can hear. Like if I turn these off, let me cheer this echo off. And this arpegiator, we're stepping
through overtones U, we're stepping
through overtones. There are different partials
rather than octaves, you can make some interesting
effects that way. All right, let's certainly these back on and walk through them. Our envelopes all the way open and we have a sine
wave, pretty simple. Our second oscillator. Our oscillator. This one's really
interesting. It has this fixed mode set. Fixed mode means it's going to ignore what node I
play on the keyboard. It's always going to play whatever the
frequency says here. As soon as you turn
something to fixed mode, the chorus dial turns
into just frequency. This is always going
to be 693 hertz, this one that's fixed. Now what's interesting here
is look at our routing. That frequency is
always going to be modulating the A oscillator. But even though this is at a single frequency and it's always going to play
that frequency. It's not always going to play that frequency because
this frequency is being modulated by both
C and D, right? We can see that here is
quieter than the others. The level here really
has to do with how much modulation
is going to happen. The more you push this volume, the more it's going to modulate. The next thing, listen. That has to do with
the modulation. We're up to the seventh partial, also here we have
a unique wave form here with just four
partials, the same thing. Here we have a unique wave form that they just drew in with some partials and then pulled it out of
tune quite a ways, about half a step, then all of those are
feeding into each other. If we've got an LFO is on, let's see where we're
using that LFO. Lfo would come in the LFO here, we can go here and see. Destination is just going to A. It's up pretty high, 100% but the amount here is pretty
low. It's not doing a ton. It would be if we cranked it up, just giving it a
little bit of motion. Then this filter envelope
is cutting down. It's closing up a
filter as it goes, going to warm like that. Then its volume low. Interesting. Let's try that
on our little track here. I'm going to turn back echo
and our pagatorack on. I like it, let's keep that. Okay. So cool things we
can do with operator. Okay. Just for consistency sake, I'll give you this
session again and then we'll go on to drift.
30. The Drift Interface: All right, let's
move on to Drift. I'm going to make
a new Midi track here with Command Shift. Maybe I'll get rid of
these two audio tracks while we're here because we're
not going to need those. Let's put Drift on it now. Drift is new to live, it's not new in Live 12. I think it actually snuck into
a late version of live 11, like 11.5 or so. This is an instrument that it's a lot like analog in
that we can use it. Similarly to how we use analog, it's got a couple
more features to it, but it's also got capability
to do some FAM stuff. So it's like operator
two in a way. Okay, let's go through the basic layout o first
the oscillator section. Pretty simple here
we have oscillators, down here we have
two oscillators and then Noise a lot like analog. We have different wave form. Let's see, we have
sine triangle. This is actually, I've heard people referring to
this as a shark wave. That's a new term to
me, but it's there. I'm not sure what
we call this one. So this is a pulse wave
and a square wave. Let's go Hoops, a low drawing trek. Here's
what we have right now. We can do some cool
wave shaping with this. Let's turn off two. Here's just
oscillator one and we can shape it and you can see
what it's doing down there. This shows you we're
basically taking this wave form and
mangling it a little bit. Let's go to that
cool shark thing. It's a cool sound. We can do
some modulation right here, so we can say LFO. We'll see what the
LFOs doing down here. If I go all the way
out here and change the LFO, I can do it. But right here we have
some modulation ability. Then this is activating
our oscillator. And this is a little confusing, but this button right here is sending it
to the filter, okay? If we turn it off, it's going to bypass the filter
and go directly to, I believe, the envelopes. And then to the output. If we want to go to the filter,
we're going to go there. We turn on our
second oscillator. Let's, let's have a little
more fun with that. Now. This one we can
detune a little bit. That bigger sound just
the volume of bit. Then we can do more
modulation right down here. We can say, let's envelope two, which we haven't
even set up yet. Phone. Oh a little silly. Give us just a touch.
I kind of like that. Slow be, yeah, we could add
in some noise if we wanted. All right. Our filter cutoff frequency, we're
familiar with that. We get a nice cool
graph here, resonance. We're familiar with that. This type, we have two
different types of filters. You can see the shape. This just has to do with the
algorithm in the background. You might like type one and
you might like type two. Type two, as I understand it, type two is the more
traditional Ableton filter and type one is a new thing. We haven't talked about
key tracking at all yet. Maybe let's circle back to that. I'm going to talk about key
track King in the next video. Residents this high pass here, HP high pass, we see this. In a lot of different places. Sometimes it basically is just a way to knock out
any real low frequencies. Sometimes you see this on since where you might just
not want anything low, there's just like a high pass, just sitting there ready to get rid of any
low rumbly stuff. You don't have to use
it more modulation, we can choose what
we want to use to modulate and then what
we wanted to modulate. More LFO stuff. More
envelope stuff. Lots of opportunities
to modulate. Then we get to
envelopes, right here, we have traditional ADSR,
nothing fancy there. Okay, there we go. I'm going to sharpen
this a little bit more. Our second envelope has a
cool little feature to it, so we can add a second envelope, and then there's
this button which is going to cycle that envelope. Okay, What does that mean? An envelope that's crafting
the shape of our sound, but is cycling over and over and over and
over quite fast. That's basically an LFO. This turns this
envelope into an LFO, and if we turn that on, we get some controls over
the shape of it. Maybe we dial it in here, envelope two,
cycling, there we go. This is where if we really set this to modulate
our frequency, we get into some FM
territory with this, it's more LFO setting. This basically is another LFO, if we consider that
one the amount, what we wanted to
modulate the mode. You see this in a
lot of synthesizers. I think we saw this in
some of the other ones. But poly means polyphonic. It can play a lot
of different notes. Mono means monophonic. It can only play
one note at a time. Stereo means it's going to have to notes that it
can play at a time, or two different signals unison. It can only play
one note at a time, but it's usually going to
be doubled by some effect, making a stereo effect. Now this drift, I believe
what this drift is doing is adding more harmonics and letting us move around
with harmonics. It gets more interesting if
you go into like stereo mode. Let's chill out that LFO, you can hear the modulation
is just like getting more intense as you turn up
that drift setting. We have more modulation here. We can basically choose what's doing the modulating
and what is it modulating, and how much can select. Three more things up here. That's it. Pretty
similar to analog, but with some cool new features.
31. Preset Study: Okay, let's look at
a little preset. How about morning chorus pad? That sounds great. All right. That's at a very nice sound. Let's look at what
they've got here. They've got this
shark tooth wave and then a sawtooth wave. Envelope two is modulating
just a little bit. This first one, envelope
two, is down here. This one we've got the
shape parameter is up. And it's making a goofy shape. That envelope, this envelope
is changing the shape of it. Now remember, I
can tell it's not an LFO that's changing the
shape of it because it's just happening once
and then stopping two. No Noise filter type
two key tracking. I promise we'll get
to key tracking in just filter resonance, Pretty low filter.
Is that modulated? It doesn't look
like the filter is being modulated right now. A little bit of
frequency modulation, That's M, so a little
bit of FM happening. Adsr, slow attack, slow attack
on the second one as well. That looping envelope to
turn it into an LFO is not on LF is very subtle. I don't think I pointed
out here that you can change the shape of
the LFO with these, they've got a couple
of new ones here, like this wander, which is
a more subtle sine wave. In a way a little bit of subtle mount is high heading
to envelope two stereo. Good bit of drift on it. Yeah, pretty cool Sam.
32. Key Tracking: Okay, key tracking, I
promised, and now we're back. Key tracking is this
little job right here. Here's the purpose
of key tracking. The reason is,
let's say we've got a filter and it's right here. Okay, so our resonance
is right there. That's right in
the middle range. Okay, let's say that's
right around this note, now, that's where
our resonance is. Okay, that notes going to have a little spike
right on top of it. Let's give it more resonance. Okay, cool. Now the problem is
that notes going to stick out because
it's going to have an extra amount
of resonance. If I keep going up, my notes are going to
start to sound different. They're going to get
quieter as the filter, as they go past the filter. Right? What we actually want is for all the notes on my
keyboard to be similar, right, flat in terms
of their volume. But these notes right in
the middle are going to be louder than the
other notes because they're right under
that resonance hump. They're going to get boosted. Okay, so that's not good. That's going to make a
funny sounding synth. We use something called key tracking to avoid that
very specific problem. What key tracking
does is it's going to adjust your filter. In this case, it's usually
used with the filter, but you can see a few
other places as well. It's going to adjust your
filter a little bit, 30% based on what key you play. It's tracking the key that you play and adjusting from there. If I play a high note, it's basically going to move
my filter up to where I am. Right. It's not going to
update and show us that. Maybe if I crank
it up really high. No we can't see it but it's working promise that's
what key tracking does. We often also see velocity tracking which does
the same thing when I play a note hard things can if I set that up versus if I play
a note really quiet, right, you can see velocity shows up
Usually to key tracking, when key tracking is around, that's what key
tracking is generally. It can just smooth out your
sound if you find that you're playing and there's a weird volume bump somewhere because of the way your
filter is set up, turn on key tracking and
that can help resolve that.
33. Drift Programming: All right, let's add to our cool sound design
experiment here. Let's make a sound, let's go
back to our default drift. Okay, let's go to that
shark tooth thing. Yeah, maybe that other weird
one, active shape, okay? I want something bright here to tune this one
just a little bit. There we go. I like that.
That. Just like that. For now. I'm going
to leave that alone. No noise frequency,
pull it down, give myself a little resonance. I'm going to use that
a little bit, beause. I'm going to do
like a pad thing. I don't want any
frequency modulation. I do want that to
be a little slower. Here we go, we'll do this. Really need the second one. Let's take our rate up and
let's go to that wander. Set it to division of the beat. An eighth note is probably okay, but let's go with quarter note. Now let's set this to modulate envelope one a little
bit and then we'll go back over here and turn
up our LFO down here. Just a little bit there like that. All right, let's go with that. Okay, And then for
my track here, I think what I'll do is
I'll just use these chords but without any pegiator. Let's do this then. Just
duplicate those out. Let's hear that. Cool, Let's hear all
my sense right now. I've got to label this one. This one is going to be
operator operator and drift. All right. Pretty cool.
Let's move on to talk about the actual newest
one called Meld.
34. The Meld Interface: All right, let's
talk about Meld. This is brand new
one to Live 12. Let's make a new Midi track, and let's load in Meld. First thing we need
to do with Meld is open this little dial
right here, okay? Click on that, and now we
see all of this, okay? There's a lot of
stuff here, okay? So basically what we're seeing here is this
is the instrument, this is what we're going to
call a modulation matrix. Okay, hold on to that for
a minute, we'll get there. Okay, first things first,
our oscillator section. We're starting to drift away
from traditional synthesis. And we're getting
into some stuff that's a little different now, but it still has most
of the same stuff. Our oscillator section
looks a little different. What they have here is
almost a wave table thing, but it's not, this is obviously
the oscillator section, but it calls it engines. What we have here is a
bunch of different shapes that are combinations
of oscillators. They're more complex than
your typical oscillators. We're not going to find
just a square wave in here. Some of these are designed to take advantage of the
key aware settings. When you see this, a little
parentheses at the end there, that means they're going to
be able to take advantage of key ware and conform to
the key that you're in. Then when you see
that little symbol, I'm hearing people in the
Ableton community call that a hashtag symbol. No. Don't call it a
B hashtag symbol. I do not approve of that. We're going to call it
a flat sharp symbol or the key aware symbol. But the two symbols
that are there are that one's called a flat and the second one
is called a sharp. Let's call it flat, sharp. Okay. Anyway, let's pick one
that is key aware. Okay. One is called swarm saw. Make sure we're on this
one. Okay, there it is. You can add some motion, Right? It sounds like he's invading it. So this just became
huge Sound Instantly. We can add a second
oscillator here if we want. We already have one that's
like a little too much. Okay, not bad so far we're just doing
subtractive synthesis. That's more or less
what we're going to get out of meld is
subtractive synthesis, but with an insane amount
of modulation parameters, it probably borders on FM. Okay, let's go to our
envelope section. Here we have A and B. Okay, I believe these are lined up with engine and engine. For A, we have amplitude envelope and
modulation envelope. Here we have our
typical ADSR settings, but you're still
hearing the other one go because you're hearing B. Let's go to B and
do the same thing. Cool envelopes, we have LFO's over here that
we can dial up. We can do more complicated LFO's now by changing the rate, number of steps in it, pulses. This makes some really
interesting material. Once we use it, we have
another LFO over here. Let's go back to envelopes. A couple other
parameters settings, key tracking can turn
that on over there. Okay, we go to our filters. We've got a whole bunch
of filter settings. These are just different
kinds of filters, okay? And a little mixer here. One thing that's cool about Meld is that we have a kind of built in limiter just to kind of keep it from
getting out of control. A limiter kind of just stops
it from getting too loud. It'll just kind of say,
this is your limit. You cannot go higher than
that, louder than that. Okay, now let's
take a quick look at our modulation matrix. Okay, this can hurt your
brain a little bit. We have sources across the top and targets
across the side. Let's say I want
to modulate my I, this tone knob. Okay? Now as soon as I click on it, we jumped to tone filter. Did you see that?
It just jump to it. If I click on this one,
it's going to jump to over here, that
light gray one. Let's go back to where we were. It jumps there, that's great. Now I can modulate that with any of these things just
by turning something. Let's say that to filter is going to be
modulated by my LFO. Okay, here's LFO one now, I'm just going to click and
drag to turn that up, okay? Okay, let's turn this up, okay? And you can kind of see where, what's moving around
and at what speed, just by looking up here. Right? Maybe I'll try
Lipo two on this. Also, I like that we set LF two and then
we can modulate stuff. Once we look at a preset here, you're going to see some
of these things get gnarly with just how much
modulation they're doing. Actually, let's do that because we're done
exploring this. Yeah, let's look at a preset.
35. Preset Study: Okay, let's try this preset. So I'm just gonna
drag it on here. Here's what we got. There's
like a lot going on here. Look at all the
modulation happening. There's like all this
stuff happening down here. So okay, let's see
what else we have. Of course, we do have just
a normal square wave here, even though I said
you're not going to find a normal square wave,
but there we have it. Yeah. Okay. There's a square
but it's square fifth. I think there's probably
a second frequency in there for our
engine, so to speak. F filters pretty
aggressive up there, but I bet those are
being modulated. Let's look right here. Yeah, it's being
modulated by LFO, and this one is also
being modulated by LFO. It's almost like hard to trust what you see
on the screen because there's so much modulation
happening the envelopes. I bet they're being
modulated by, let's see, filter frequency. It's actually being
modulated by two things. Just so much modulation, this tone is not being
modulated. That's cool. But so many other
things just even like spacing macro two is what
they call spacing here. I guess just an insane
amount of modulation. But it makes for these really
dynamic sounds, right? Like ten different
times. Sounds like something that Ben
Frost would put into the track. Look up Ben Frost. Okay, let's make something of our own and
then see if we can add something to our funny
little synth track here.
36. Meld Programming: All right, let's go back to
our default meld patch, okay? Now I don't want something
super complicated because I'm going to try
to make something that's a lead for this. Let's just scroll through here. Sounds like an orchestra
warming up all the overtones. Just adding, Okay, I do have tuning section down
here so I can tune this. What I really want is
just the second one, a little quieter, so that's
going to be over here. Thicken that up just to touch. Then maybe with the spacing, I'll give it just a
little bit with LFO one. Okay, Now I want to slow
that down a little bit. So we need to find LFO one
and turn the rate down. Maybe you go back to
that wander shape. I turn the right back up. Can I give it a little
bit more? There it is. Okay. It's not bad. Envelopes are pretty good,
how they are filters. I want all that bright
stuff in there, so I don't want to do very
much with my filter drive. I, if I can modulate the drive
with something, I cannot. Apparently. That's cool. Okay, now let's
see if we can find something that goes onto this. What I'm thinking is some
kind of melodic idea. Maybe we go and then, I don't know, we'll
just do this. I think we're in like a C minor, maybe we stretch it out. Let's do like a really
slow scale down. I should have dialed
in the right scale. That would have made this a
lot easier, but that's okay. Flat, flat to duplicate that. See what that sounds like? Ok, I don't mind
this, but I need a little more modulation in that sound because it's
just a little flat. Let's modulate our
filter with LFO two and also this
filter with LFO two. That's better. I want to modulate the
just volume a little bit. Volume is being modulated by velocity because that's
what you would do. But let's also say LFO one. Let's do it down here too. Volume L one, like, right? Cool. I like it. Okay. This is probably going to be
my go to for like bright buzzins this since now. Okay, let me give you
this session again. If you like it, you're
welcome to around with it. And then let's move
on to collision.
37. Live’s Collision Synth: All right, up next is collision. This is one of the older ones that's been around
for a little while. This will be our
first physical model. Remember I explained what
physical models are. They are this big
crazy algorithm that attempts to recreate the physical parameters
of an instrument. Now remember I
said, don't worry, you're not going to have
to do all this math. That's true, this is what
the interface looks like. Basically what we have here is a percussion physical model, but specifically like mallets, xylophones, vibes,
things like that. You can also get it to do
some other weirder things. But you can see here like
there's this graphic of a beam. Basically we can say where
we're going to be hitting it, how big it is, then what we're going
to be hitting it with. Let's just walk through
this. In a physical model, we don't really have
an oscillator section. Instead we have a mallet
and a resonator section. Those are the oscillator
because they're both contributing to
actually making the sound. Past that we can have a filter, although we do in this one. But we do have
things like LFO's, a little bit of routing
that we can do, and some envelopes
all over the place. Okay, let's start off
here in the mallet. The mallet is the thing we're going to use to hit
something else. If you've ever played percussion or hit xylophone or whatever, you know that the mallet
contributes a lot to the sound. It can be a soft mallet, it can be a hard mallet. All of these things will matter. We can say the volume
is basically going to be how hard we hit the thing, Then we've got stiffness
of the mallet, how much noise is in it? Color of the mallet
could be the material, could be a few different things. Let's see what we've got.
Okay, let's make it stiffer. That's like a brass mallet and then this is going to be like
a very soft yarn mallet. Okay. I'm going to keep that down actually
because I like this. Sound. What's color do here? Not a lot for us right now. Okay, we can add noise. This is going to work like a noise oscillator
that we've seen. We see that this
noise generator does have a filter built in. Here's our cutoff
frequency and resonance. It even has an ADSR
envelope built in. This is one that I was
talking about earlier, where we don't get the graphic
that shows us the ADSR. We just have to know
what we're doing here. And we have an envelope
amount on our noise. So here's turn it off. It's not doing very
much right now. Okay, now, resonator, this is
what are we hitting, right? So right now we're hitting
some beam, medium sized. Okay? We could hit a marimba, a string, a membrane. That would be like a drumhead, a plate, a pipe, or a tube. Let's say Tua. That sounds like you would
expect a tube to be, if I hit it right on the edge. More resonant if I
hit it over here. By that probably what's being held onto doesn't
resonate as much. Some things we can make big
and little tubes we can't. Let's hit a string. If I hit it off to the
side with strings, we can do low, medium, and high. See it's much brighter that way. Let's go back to, well
let's try a membrane really quick that almost sounds
like chimes maybe, Or a timpanyye
something in there. Okay, anyway, let's go, let's go back to
beam. I like that. Okay, so we've got some
harmonics we can add. Harmonics are generally
out of tune harmonics. So they're going to be noisier, there's none, they're not, noisier is the wrong term. They're, they're going to add notes up above the
fundamental. So those harmonics. But they're going to be
consonant harmonics or they're going to be out
of key harmonics, okay? We can add another
resonator if we want, that takes things
out of control. Quick, We've got an LFO
section we can add in. So we can say LFO one. Let's put that on, like the stiffness
of the mallet. Okay? That's cool. I like this a thing
because it means that it's going to be constantly
changing a little bit, which is how a mallet would actually act
in the real world. All of these here are that key mapping and velocity
mapping that we talked about. We can say mallet volume
depends on the key. If I put that 100% that
means that as I go up, it's going to get louder, right? So the low notes are quieter
than the higher notes. Okay, so that's our basic layout of collision. Let's
play with it.
38. Programming Collision: Okay, let's make something
quickly in collision. Actually, I'm into the thing
that we started off with. Here, there's our mallet.
I'm going to turn off. Noise Let's keep
this right there, but let's add a second resonator that is a string like that. Sound This resonator is way
louder than the other one. So I change the structure. I'm not positive what
this structure does, but it's prioritizing
the two resonators. If I go to 12,
they're more even. Let's turn our enharmonics
down. Brightness down. I want a really short sound. Maybe I'll go to high strings. I like that. Okay, so I've
got this short, plunky sound. Let's add it to
our track up here. My idea was to take this
app, you put it down there. But I'm going to do
something a little weirder. I'm going to join
all these Midi clips together with command J. Now I'm going to go
to this Midi clip and our transform arpeggiate styles here. And just make like
kind of a longer shape to it. Oh, look at that. Let's solo this. I like that. That's weird. Okay, Separate from
the synth settings, but we might as well do
this while we're here. I really like this
sound that we're getting and how it's
coming in waves, but it's adding a low
notes that I don't want. There's two ways I
could deal with those. I could just go in
here and delete them. Probably around there. Okay. Now to get that wave
sound that we had back, I'm going to go to
velocity and let's, let's make like a ramp here and then ramp here. And then I'm just going
to do this to make just a wave effect. This has nothing to
do with sound design, but I think it's
maybe a neat lesson. I'll go in and delete those ones that I
missed in a second. Okay, let's just
delete those notes. We're not really going to
matter. Okay, there we go. Let's hear this, okay? My velocity actually
isn't doing anything. Let's go here and make
sure that velocity is affecting volume
100% Noise. Volume. We're not using noise
but resonant L, that should do it. There we go. The whole thing is
a little hot, cool. I like it. Let's hear it in context of our whole
crazy synth sound. That's a lot going on, but
if we mix this a little bit, I think we'd have a nice sound. Maybe we'll mix it at
the end. Let's move on. Why don't I give you
this collision patch, but I'll wait on giving you this whole session again until we've added a little
bit more to it. Okay, here's this patch. Let's call it Per. How about percussion wave? Sure.
39. Live’s Tension Synth: Okay, I want to do tension next because it is
another physical model, let's throw tension on a track. Okay, so what we
have here in tension is a string physical model. Okay? So think about tension as like a string pulled
tight with like tension. I guess that's why they called
it that they come up with such clever names over
at Ableton headquarters. Okay, so this is a
string physical model. Our oscillator filter section is going to be a
little different. It's going to be different than the collision that
we just looked at. Physical models are not as
uniform as regular synthesis. I guess for lack
of a better term is it's not that
we're going to have the same parameters that
we had back here where we had mallet and resonator for
this string physical model. We have exit and damper, also termination and body. The parameters of a string
instrument are different than the parameters of a
percussion instrument. That's why the physical model
attributes are different. You can look at this one
in four chunks, right? You've got the excitor
here, the terminator here, the damper up here, and the body down here. Okay, so this is a string. So the exciter,
there's a couple of different things we could
hit a string with, right? We could hit it with
a pick or plectrum. We could bow it. Or we could hit it with a hammer,
which is always fun. Or a bouncing hammer which
is in the coolest sound. This is like for you're guitar
player taking a pencil and bouncing it on the string like we've all done
as guitar players. If we bow it, oh, that's not a particularly
nice sound right now. We might need to dial that
one in a little bit more, but let's just hit
it with a pick. So the sound we've got now is kind of a nylon string guitar. Let's look at our
settings for the pick. I have a pick right here. Protrusion is going
to be like how much it comes out
and that's going to contribute to how hard you're hitting it and
how stiff the pick is. Here is just stiffness
in general of the pick, velocity, how hard
we're going to hit it. Position where we're going
to hit the string damping, if we're going to do any
right hand damping with it, mute the string a little bit. This would be like palm muting
if you're a guitar player. All of these can have
velocity and key control. Meaning the harder we
press a note for velocity, we can change the stiffness of the pick if we want.
Let's crank that up. If I play really soft, if I play really hard,
it's a little stiffer. So I'm going to turn
that back down. Okay, let's go on
to the termination. You could think of this
as like a puddal on a piano finger mass, finger stiffness
and fret stiffness. These are basically things that are going to
stop the sound from happening a little bit, okay? And those can be velocity
and key controlled. Also damper. Now this is like the
pedal on a piano, that's what I meant to
say, the mass stiffness. This is just going to
stop the sound body. This is fun to play
with because you can do some inhuman things. Is that a piano
body, a guitar body, a violin body, or
a generic body? Let's say it's
piano, extra small. Instead of saying a
guitar, let's say an extra small piano that
makes different sounds. We can set some parameters
in terms of that. Now we've got a
couple other things that are hidden in here, like our pick up position. Is it forward? Is it back?
Where do we want it? We can also set some
parameters about our string and any vibrato that we might want to put on it. Let's switch to bouncing hammer. I like that sound actually, it's just a little tick. It's neat. Pick we have stiffness on maximum
turn off that damper. Now we've got like a
Coto dial in dialed in. If you're familiar with
a Coto instrument, they're really cool and
they sound just like that. Cool. I'm rather happy with this sound. Let's play with it.
40. Tension Preset Deconstruction: All right, I'm going
to save this as pluck. I think coto is K, Y OTO. Maybe because I like it. Then let's do a little
preset exploration here. Let's go to instruments
tension and see what we can do up right far. Wood, bad tuned. Noise Let's try string quartet. Now this is going
to be interesting. We'll load up the
string quartet patch, But I want to point out one
thing about physical models. They can sound very realistic, but they're never going
to sound as good as like a sampler that is actually
using the instruments. When it comes to making
a very realistic sound, samplers are still like
the gold standard. And way to go. We'll talk
about samplers shortly. This isn't going to sound like a perfect string quartet,
let's see what we got. Yeah, Weird. I mean, it's cool, but it's not making
like a real sound. There are some fun things we could do with it
probably though, but let's see how
they did it first. They're using a bow
as an excitter. They have a lot of
velocity controls set up and a little bit of key control terminator
is on a normal finger. No pick up damper
is pretty stiff, body is a small piano. Now that's interesting because they could have said violin, but they said small
piano instead. Let's hear the
difference in, huh? All right, so if
we're going to add to our big synth composition here, I kind of want to go back
to the sound that we made just a minute
ago. So let's do that.
41. Tension Programming: Okay, I'm going back
into my user library and pulling back
out my pluck Kyoto. Sound Here, let's see
what we can do with it. I want to do the similar approach that
we did with this one, but not with the chord thing. Let's go here. Let's open
this up, Join these together. Command J, Go to this
clip. Select all. Let's go to our And not chord trigger this time, solo this. That's kind of nice.
Let's try that. Let's see what that
sounds like mixed in That's really intense. Now I have an idea, just a compositional idea, that maybe our old analog note, I want to take it and, oops, don't need that open. Change it. What if we did this
analog note 4 bars or so? Then another note for 4 bars, but let's make this
one, boom B flat, that'll make a big moment. It's cool. This is just like
synthesis frenzy. It's almost like stranger
things gone mad, if you're familiar with that
show. Okay, let's move on.
42. Live’s Electric Synth: Okay, let's move on to electric. I believe this is our
last physical model. An electric is a weird
physical model because it's a physical model of a half
electronic instrument. I guess like an electric
guitar would be. But this is an electric
piano physical model. Or if you want to think
of it differently, you can think about
an electric piano being like a Rhodes organ, a Worlizer organ,
things like that. It's very specific.
It's so specific. In fact, you can see
like there's only like maybe 20 presets here versus some of these
other ones that have 50 or 60 presets. But let's take a look at it. Like other physical models, it has a couple of
different sections related to its
sound making thing. We have a hammer,
we have a fork, we have a damper and a pick up. Now, we also have
this graphic here. This is showing us how something like a Rhodes organ works. You've got a hammer
that hits a fork, You could imagine this is like a hammer hitting a tuning fork. It's like that, That's
what we mean by fork. There's two parts to that fork. There's a part called a tie
and a part called a tone, and we can get access
to those there. And then we have the pick up,
like where is the pick up? Is it forward, is it back? There's also a damper
that we can get here too. Okay. So let's hear it, okay? So if you know Rhodes organ,
that's what it sounds like. So stiffness of that hammer, you know, it's going to get
you more of a metallic tone. If you go stiffer the fork, we have the tie in the tone, it gets much brighter up there. That's where you
get some of that over driven sound up there. The damper the pick up, we can kind of say where it is, it gets a lot brighter
as you go back. It's kind of like playing up or down on the
neck of a guitar, where like if you go up it's
more mellow 'cause you're farther away from the
pick up or the bridge. I'm not sure what the
symmetry does exactly, but it definitely gets more
mellow as you go up there. So, you know, there's not a
ton of control we have here. It's quite simple. So let's load up a preset
and make something with it.
43. Preset Deconstruction: Worletzer soft piano vibes. Let's correct to Worletzre Soft. Okay, okay, now I got an idea. Well, let's look at what
they're doing here first. Stiffness, No noise
on the hammer fork is pretty much straight up tine and tone symmetry
is way up high. That's going to make
that mellower sound on volume all there is to it. Okay, let's go down here. I think I'm going
to make a new Midi clip just for something fun. I'm going to do something
that matches our analog up there, a little
shorter than that. Okay, let's see. I think we have a C
minor chord up there. Let's do eighth notes. Let's add a little bit
more to this chord though. E, G, C, E flat. And let's do like A
down at the bottom. Okay, let's out. So I can see all
those notes at once. I'm going to duplicate it, but I want it right there, so I'm just going
to go bum, bum, bum, bum, bum, bum, bump. Um, maybe one here
too, but not that one. Okay, We got a little
rhythm going here. Pretty simple rhythm, but now here where the base changes, I want to switch
to like a B flat, but let's go B flat flat. Let's go up, then we'll
do the same thing. All right? I think that's right on bar five. Yeah, that's right. So I just need a
little bit more here. Okay? Okay, let's
just hear that. Ah, okay, and then let's maybe jazz
it up with a little echo. All right, let's hear
that in context. I don't think this is gonna cut through cause we need to P, we need to like take a moment and do a mix on
this crazy thing. But let's hear it go. Almost psychotic.
Let's keep going.
44. Live’s Impulse Synth: All right. Up next is impulse. Impulse is a weird one. I don't use it very often. It's a sampler that we can load different samples into these boxes and play them. You might think this
looks an awful lot like a drum machine because
it is a drum machine. What's interesting
though is that we also have a drum rack that
we'll talk about soon. In a drum rack we can
do the same thing, That we can do an impulse,
but with a lot more control. You can think of this
as a simple drum rack. Let's look at one of
the presets just right away and walk through it. Let's go to this
impulse eight oh eight. Actually this is like an
eight oh eight drum machine. We can click here to play these cool each sample. We have some control over
the transposition stretch, the start time decay of it, how it fades out at the end
panning of it in volume. And you'll notice that
these controls are all dependent on which of
these that you click on. If I turn the stretch way
up and then I go here, stretch, goes back down, because that's where it was. You don't have to
put drums into this. You can put whatever
you want into it. You can put sounds or anything, just drag a sound file
right over onto it. If I go to samples and say, sure I can put that right
there, there it is. I just need to adjust my length
to hear the whole thing. I'm going to undo that
to make a Midi clip. With this, we open our Midi clip and then we
only have these notes. It's really quite easy to do. Let's maybe see if we
can make something that fits in with our
chaotic thing here.
45. Programming Impulse: Okay, I'm going to do something a little different
with this one. Rather than clicking in all the notes to make
some kind of pattern, I'm just going to try
to record something in and add a bunch of layers
and then quantize it. Okay, that's enough of that. Let's add another layer. So I'm going to put on my
mitty overdub here and record. Just record a whole
bunch of stuff. Okay, now let's take that, let's go to command A, and then let's go to command, let's hear what we got here. Okay, not bad, it's frantic, but I think we'll find
a use for this later. So let's take this, let's do it all the way
through and see if we can make
sense of it later. It almost has like
an ambient vibe to it, even though it's drums. It's very strange anyway, okay, let's move
on to Wave table.
46. What is a Wavetable Synth?: All right, next up, wave table. You might even call this the
main event. I don't know. Wave table is
pretty cool though. Let's throw a wave
table down here. What is wave table? I think I mentioned
this earlier when I was talking about different
kinds of synthesis. But wavetable uses
wave table synthesis. This is a type of synthesis. The idea here is that the oscillator
section is made up of a whole bunch of oscillators. The sound we're
going to create is by by scrubbing through them. Okay, Check it out.
Here's a sound. You can see the
sound I'm actually making is in yellow. Okay? But if I scrub through
these wave forms, we're going to kind of turn
into each one of them. Okay? So this is my wave table. I have a sine wave, a triangle wave,
a saw tooth wave, and a square wave, right? But we can get more complicated
ones, let's do that. And it starts to
get interesting. What if we did
something like this? And it starts to get
really interesting. Okay? So we have oscillator one, that is this string of
this table of waves. We have oscillator two. We can turn on and add similar things. We check that one out, okay? We have a filter
frequency and resonance. We have a second filter
that we can turn on here. Okay? We have modulation. Now we have modulation
all over the place here. Modulation is really
important in wave table, especially because we want
this to be moving as we play, we'll look at that
in just a second. But we can modulate based on an amplitude
envelope like this. Here's another envelope that we can assign to do
different things. A third envelope, an
LFO and an LFO two. How do we assign those
things to do stuff? Well, just like
we've seen before, we have a little
modulation matrix. Okay, so let's say I want my amplitude envelope to modulate my wave
table position, okay, amplitude envelope
is here, whoops here. And oscillator one
position is there. Now when I play this note, the amplitude envelope
will be triggered. That is going to move around
my modulation source, so oops, you can see
it moving there. Let's go slower. Okay, you can see that this
line is now controlling my position in the wave table. That's important.
Now you're thinking, we haven't heard
anything brilliant yet. Let's look at some of these
presets and then you'll see how crazy this can get.
47. Preset Deconstruction: Okay, so if we look at
some of these presets, there's like a lot of
them here, like a lot. Because there's just so much
cool stuff you can do with this. Okay, so here we go. You look at just how the
waveform like morph over time. It's just so cool
and so dynamic. We get all the elements of good sound design in one patch. We get shape motion, tamber, it's all there. How about wobble base? Let's go down an octave. There it is. This is where your web live, if
you're into that. Okay, cool. So let's use that. You know, I'm just
going to take this, our other baseline and
just double it down here. Maybe we'll shift around
octaves in a minute, but here's what that
sounds like altogether. Super cool. Play around
with wave table. There's so much fun stuff here.
48. MPE and Wavetable: One more thing about
wavetable before we move on. We looked at this
modulation matrix when wave table first came out. This was a little intimidating. All of the things that you
can modulate with and buy. But with the modulation
matrix in drift, this looks really small. It's actually not that bad. But keep in mind that it is one of the most powerful
things in wave table. But also check out the MPE tab. Remember PE is like that
higher resolution Mitt. This is a good example for you to be able to see
what it's doing. There are some parameters that a lot of keyboards
just don't have, but an MPE of enabled keyboard does the way wavetable uses. That is, if you're working on a keyboard that has
these extra capabilities, you can use them as
modulation sources. For example, Slide. This is an interesting
one on my keyboard. This MPE, what I'm
getting at is, I wonder if I can
get, you can see it. Anyway, I'll use
this pitch, Okay? Slide is going to be this. Keyboard has, it's
going to be this. Okay? And then the last one press, I believe that's pressure, or after touch,
sometimes it's called. So basically, if I
touched the note, and then I'm just
very delicately moving my pressure of
my finger up and down, you probably can't see it, but I can control
things that way. Now, we also have
note, pitch bend. Pitch bend. A lot of
keyboards have pitch bend. You have a little
dial usually on the left side where you
can adjust the pitch, but that's going to
apply to all notes. Note pitch bend is for
an individual note, which I can get a few
different ways on my MPE keyboard here. This keyboard, by the
way, is a Roy board. There's a bunch of extra parameters that having
an NPE keyboard can get you, that you can use as
modulation sources to make a more dynamic sound. This patch is taking advantage of those, which is really cool. You don't need to go out
and buy an NPE keyboard, but if you have
one, can be pretty fun to use for some of
these wave table patches.
49. What are these?: Okay. Next, let's go through
these DS things now. If you don't see these,
it could be that you are in a sweet version. That sounded really funny
but less than sweet, I guess of live. I believe these only
show up in sweet. You may also have them in a
folder on your system to, but for me they're right
here all out in the open. Ds clang C symbol F M high hat. Kick sampler. Snaring Tom. Now these are max
for live devices, you'll see that Live or
Ableton, I should say, actually is really keen on peppering max for
live devices all over. A lot of the time someone
will build a max for live device and
then they decide to include it in the release. I don't think that's
what these are, but you'll see if
you go to Max for Live that there are
some devices in there. I'm going to do a whole class
on Max for live in Live 12. So keep a lookout for that. And we'll talk about actually
how to program stuff, but for now we're just
talking about using stuff. We don't have to know how to program to use Max
for live devices. We can tell there
Max for live devices because they have a little
different symbol here. But basically these are just really quick and
simple drum sounds. Drum synths, they're not
samplers except for this one. The classic drum sounds
like eight oh 87 oh seven. Those types of classic
drum machine type sounds. What I want to do in the next ten videos or so is just rip
through all of these. I'm not going to make
something with all of them because if you look
inside the presets, this is a drum rack that's
using all of the drum sets. And this is the same drum rack, and this is the same drum rack, and this is the same
drum rack. You get it. Let's go through and look at all of these individually quick. And then we'll come back and make something with
the actual drum rack. Okay, here we go.
50. DS: Clang: Okay. Ds clang, I'm going to throw that on a new track here. It is quite simple.
It makes this sound. You've heard that sound before. If you've ever played around with the
classic drum machine, we've got some controls over it that will
get it away from that traditional drum machine can Sound we can
change the pitch. Remember that if you ever change a parameter in live and want
to go back to its default, just click that parameter
and press Delete. That'll get us back
to where it was. Decay. Just what
you would think, just stretches it out volume. Then some tamber things, we can add this cloud
Sound a percentage of it filters and Noise
High pass filter, apparently add some noise to it. Tone A, B, you're just
playing with tone. Probably another type of filter, really simple like all
Max for live devices. If you really want
to crack this open and reprogram it to do
exactly what you want, you can hit this button
right here and that'll open like the code
editor type thing. We'll do that when we get
deep into Max for live, near the end of this
whole sequence. But for now there's
no reason to do that. You can just play with
it and have fun with it if you want this
sound in your track, throw one of these on something and add some rhythms to it.
51. DS: Clap: Have you ever been working
on a track and said, man, I wish I just had a, like, I just need a clap sample. Well, here's one better. Here's DS clap. That's what it sounds like.
Now what's cool about this is that it does have some
randomization built in. So that if I click
it 1,000 times, you'll hear that it's
changing slightly every time. Right? There's like a little
bit of variation happening, which is good,
because that's what would happen if we
actually clapped. We've got this
sloppy really tight. Something like a reverb tail spread a little brighter tuning. It's going to turn it into
Noise and then volume. It's a clap. Sweet.
52. DS: Cymbal: All right, let's
look at symbol next. Okay, a noisy little symbol, which is eight oh, 87 oh seven. Sound Just adjust little things, pitch, decay, volume. A little bit on the tone, probably emulating the make
up and size of the symbol, but it's a symbol.
53. DS: FM: Okay, onto this FM one. This one slightly
different, okay? We have a little tone, right? What's interesting about this, and I think this is true
about all of these, is that when I play a
Midi note on my keyboard, they're not responding to notes. I get the same thing no
matter what note I play. It's really just
clicking in a note. But here we can say what note we want by dialing up the pitch. That's decay. This might be cool
for base stuff, maybe, possibly, but it's
just a simple FM tone.
54. DS: HH: All right, let's go
to the next one. H is high hat, cool. We have a couple
of options here. We have white and pink, that has to do with the noise. We have white noise,
we have pink noise, and a couple of other
kinds of noises. But most of these percussion
sounds are based on noise. That's just how they work. The noise in the
filter is going to get you basically
this type of sound, the type of noise you use will change the sound
of it quite a bit. Can change tone, slope attack. I wonder if that has to do
with whether you're hitting it with hitting the top of the stick or the
edge of the stick. Oh, it's just
literally the attack, ramping up the attack
pitch, decay in volume. Nothing fancy. I'm surprised they don't give us
an open hat here. But that's what the
symbol one was here. We just get a closed high hat.
55. DS: Kick: Okay onto what might be the most useful one to
me that is this kick. Sometimes you just
need a clean kick. I don't want to dig through
a bunch of samples. That's what I like this one for. Right? It's just perfect. That's a kick. I can change the pitch to get it out of the
way of something else if I need to, I can overdrive it a little bit, adjust the attack
of it a little bit. Decay envelope
volume, to be honest. When I use this, I
don't adjust anything. I just use it just as is and
just lay it into a track. We'll do that in just a minute, but this one's
really useful to me.
56. DS: Sampler: All right, sampler. This one is pretty simple
and a little handy. We can throw that on there. We can drag any sample into it. Let's drag that to
it. Okay. I can click on it and get it. I can play it, and
it actually is responding to Miti notes. I can adjust the start
point, adjust the length, which is effectively
adjusting the endpoint, tune it, loop it, decay, add some decay to it. The shaper, adding a little more shape to it or an envelope. So just a really simple sampler, throw anything in
there and just we it a whole bunch of times neat.
57. DS: Snare: All right, two more snare, again, just what you need. Now this is a very specific
snare, this is that, like old classic drum
machine snare sound we can adjust the
color a little bit. High pass, there's a low
pass we can put on it, it's going to make it a lot. Dark band pass can tune in a little bit, add some decay,
and then you know, classic drum snare.
Nothing fancy.
58. DS: Tom: All right. Last but not least, the Tom, it sounds
like a floor tom. Can change the pitch. Sounds
like a rototom color, tone band, decay and volume. Pretty simple honestly. I don't think I've
ever used this one. But it's there. If you
want it, there's a Tom.
59. Drum Synth Programming: All right, now that we've
gone through all those, let's throw one of these DS
drum racks onto this track. This is a drum rack. We've seen this before and it
has all these sounds on it. Now for each of these, we can go through and
adjust anything we want. We've got pitch
control for this one, this one we've got tone
control and anything in here, we can still adjust anything we want just by clicking on it. What I think I might
do is go to Midilips. See if I can find a cool
drumbeat that's kind of cool. So let's drag that onto there. Okay, And then we'll
just loop that out. Open it up. Okay,
so now I've got a cool drum pattern
using these sounds. Let's solo it. That zero is funny. I don't know what
that is. Okay, well let's hear this in context of
our big, giant crazy thing. It's going somewhere.
It could be something. Al right, now that we
got through all that, let me give you this session one more time in case you
want to play with any of these clips and
we'll go from there.
60. Drum Rack Refresher: All right, up next, let's go through drum rack now. We've already looked
at drum rack a little bit in the previous, I think class, I
think class three in this series when we looked at sliced the
new midi track, right? We took a drum beat and
we control clicked on it. And the menu that came down, we said Slice the new mirack that beat and put each individual transient
into a drum rack. Let's look at a drum rack
from a different angle. This time if we go up here
and select a drum rack, and we just make an empty one on a new Midi track.
Let's open it up. This is what it looks like,
a whole lot of nothing. If I play it, if I make some Midi notes for
it, I get nothing. This is really just a container. It's just a container for
things you want to hit, Right? We can put anything we
want into these spots. Okay. If we want to
take an audio file, let's go to samples and say, sure, let's say this whole
loop I can put right there. If I want to put this tone
right there, I can do that. If I want to put this
finger right there, for some reason there's a clap. Okay? I can put these
wherever I want. Okay. That's cool. Each one of these, every time
I put something in here, I get a simpler device. And we're going to go
through the simpler shortly. But that gets created in each spot when I pull
an audio file on there. But I don't need to
just pull audio files. Let's say I have this analogy patch that
I really like, that one. Sure, I can put a whole analog device
onto a drum rack pad. Okay, Now you're thinking, well, when I hit that, how do I
control what note it plays? Well, we go over here, we open this up, then
we open this up. Now we can see what's
going on for this one. It's right here. It
says receive one. When I play one on my keyboard, that's going to
trigger this sound and it's going to
play a C three. I can change that and
say actually play a C sharp four, right? I can decide what note it plays. But it's going to
ignore what I play on the Midi keyboard in
terms of that synth. But I can control
that right here. You can drag anything you
want onto a drum rack. Any synth, any sample, you can't just drag Midi files that really
wouldn't do anything. But virtually anything else
can go onto a pad here. Okay. Just a quick reminder of what's going on
with drum rack. Two things I want to talk about
that we haven't addressed yet is some of the
internal routing that we can create in drum rack and also this strange
choke setting here. It's an important one if you're interested in making very real sounding drum racks. Let's go into those
two things now.
61. MIDI Control of Drum Rack: Before we go into the
routing and choke settings, I did want to talk
just for a second about different ways you
can control the drum rack. Because it has
some cool options, you can play it just
like any Midi keyboard. Remember that over here, we see where we are. If I play this note, see that yellow
blinking dot That tells me in the range of all
possible notes, where I am. And it's saying, yeah, you're too high.
There's no note there. I got to get down to one of these light gray
boxes. There it is. There's that analog option but also this four by four grid
of notes is all over live. It's like that two by four grid that I talked about
earlier for controls. This four by two grid is
like a drum pad grid. You might be able to see that. It's up here. You
can't see that. But it shows up on my
push all the time. If you have a Midi device that is designed for drum triggers, any pads or anything like that, it's probably automap
to hitting these. I have this special kind
of like drum synth thing. It's a sort of set of rubber pads that you
can play like a drum. And it's really fun to
connect it to a drum rack. You just plug it in and it automatically knows what to do. Let's load, let's
go to a drum rack, and let's just do like
one of these preset ones. That's cool, let's
load that one. Okay, here's my drum rack. So let me show you what
I'm doing over here. This is my little drum sent, this is an Elisa strike pad. It's got a couple Rams. It's cool. I can just
like play drums on it. Like with sticks, like
you're playing a drum, it feels like a
drum practice pad. It's fun, those pads
automatically map to these. I've got a kick and
woods and a star. I could just hit record
and however I wanted to. It's actually tricky to
play, but it's handy. I could do basically the
same thing on the push, except I don't want to
use sticks on the push because it's not
designed for that. Although I would feel
pretty good to do. But the pads are so small, I'm not a good enough drummer
to hit them just right. I just wanted to point
out that you can get these kind of drum
synths that are designed really for drum racks and
any kind of drum synth. And you can just play
stuff, it's really fun.
62. Drum Rack Routing: Okay, Drum rack routing. Let's go to a fresh one
here because we have a complicated
something. Let's go. Sure. Okay. When you're working
with a drum rack, pay attention to these
buttons on the sides here. Okay. The main sections
that we have here, a simpler instrument, our pads, and then a macro which
are these dials. If you don't see the macros, believe they're right
here, this dial. Those macros give us control of different things within
the simpler over here. For example, if I wanted to map the
resonance to something, I can control, click on it
and say Map to macro nine. Then I can add a ninth macro here by
taking this plus button. There's 9.10 but it likes to keep symmetrical. I
can map that to this. Then I just have access
to it more easily than going inside
the instrument. That's what macros do, but I can also get access to a
couple more things here. Here are my different chains. In this case, each sound is
going to be on its own chain. Now we're going to look at
instrument racks shortly this whole idea of chains will become much more
important, I should say. Okay, now let's go to
our O section down here. This is what we just looked at, where we see notes
coming in and out. Then down here we
send and return. Okay, this is where we can
do some internal routing. Let's say we want this
to have a delay on it, but just the, the
whole drum kit. That's why we have
this internal routing. If we want to delay
on this drum kit, we just throw a delay
on it, that's fine. But if you want delay on just one element
of the drum kit, then you have to do
some funny stuff. And that's what this
is designed to do. We already have a
delay loaded up here, but we could easily add
any other effects here. If we just go to audio
effects and say, let's create this echo. Let's just drag that down there. Now we've got a nice big echo. There's all our settings for it. Now let's go to this clap and
say send C is right here. I'm just going to crank
that up a whole bunch. Now when I hit that clap, it gets a big delay on it, but nothing else
does, just that clop. That's the internal routing. You just have to go to this
send and receive section, put an effect on
the bottom part. See there's a bottom part
here and a top part here. Put it on the bottom part.
Then you'll have send a, send B and C here. And we just cranked that
up on C right there. That's how you can route
effects within a drum rack. Okay, Now let's go look
at the choke setting.
63. Drum Rack "Choke": Okay, I'm going to
hide this send and receive because I just want to see the O settings,
here's choke. Okay, so imagine this, you're drummer, right?
You're playing drums. And you have the best
example that illustrates. What this does is the high hat. The high hat can do two things. The high hat can be open and
it can be closed it, right? Two different sounds
from the same thing. So if you were going to make a drum rack
that was accurate. That sounded correct.
You would make it. So those two sounds can't
happen at the same time, Right? Because that's not possible
in an acoustic drum kit. Like if you had an open high hat and it was
going and it was ringing, and then you hit a closed high
hat while it was ringing. Those two sounds can't happen
at the same time, right? Because you'd have to re, hit
it and it's the same drum. Now, in an electronic setting, we can't hit them both
at the same time because they're just samples that
were triggering in this case. But if you want your
drum kit to be accurate, then we need to make sure that those can't
happen at the same time. Let's go to a more
traditional drum kit, kind of like an acoustic kit. Okay, Let's see. Do we have a high
hat, open high hat? Do we have a closed high hat? There it is. Okay. Open high, closed high hat, great. What I need to do is say, go to my IO settings and
it's already done for me. If I said this open high hat, this is set to one on the choke, setting this closed, ie
hat is also set to one. By setting those
to the same thing, that means only one of those two things
can happen at a time. If I hit my open high hat
and it's still ringing, and then I hit the closed ie. Hat, see if I can do
it with my mouse. No, there did it. It's going to stop
the open high hat from ringing because that's what would happen
in the real world. You can think of
these numbers as groups where it's
going to sign 11. We could even do weirder stuff, like if we wanted this clap to not be able to happen at the same time
as the high hat. For some reason we just
set this to one also. Now, only one of those three
things can happen at a time. But if we wanted the clap and the snare to not
be able to happen, we could set them both to two. And now we've linked them together so that they can't
happen at the same time. That's going to make
things more realistic. It's subtle, but if
you're setting up like a Midi drum machine and you give it to like a drummer
and say play this, they'll be happy that it
actually behaves correctly. That's what that choke
setting does, okay? Maybe just for completeness, we shouldn't make
our own drum kit. We should make our own
drum rack from scratch. Let's make one and
then see if we can add something to our kit here.
64. Building a Drum Rack: All right, let's
start fresh with an empty drum rack, and
let's make something. I'm just going to use samples for most of
this. Let's do kick. I think I know what
I want to do here. Actually, you know what we
should use for our kick. Let's use our drum synth kick. Let's put one of
those right there. Okay, that is just a
great little to kick. Now let's go to samples. Let's find a clap. Let's do this. 88 clap. Yeah, I could use
the drum synth clap. That would be fine too. Actually, let's use a few claps. Okay, I got three claps here. Now, that's all I
want to use. Okay? I don't need routing
in this case. Although I could get to
it down here if I needed to sends and receives O's. I don't really need to mess
with any of this stuff. I could set up some
macros if I wanted, but I actually don't need to, but if I wanted to, I could
say like volume of this. Let's set the volume of all of our claps to the same knob. Now, all three clap
volumes are here. Okay? That's cool.
That'll be handy. Okay. Now, let's go here
and make something. Now, the reason I did
just clap is because, because I just
want to add claps. I don't want to
add a whole bunch more percussion here
because I already have an insane amount of percussion happening in this little track. What I was thinking I would
do is just a really big clap. All three of those right there. Let's zoom in a little bit. See where I am. Copy pastels. Put that on 2.4 Just loop that out, it's awfully loud, so
we'll take it down. Okay, and then we'll
go to our master. Okay, Pretty good. So now I made a drum rack
where I just have three claps. I thought maybe
I'd use this kick, but I have enough kicks
going and this other stuff. So maybe we'll come back to it. But I think I'm pretty
happy with all these claps. All right, let's move on.
65. The Simpler and the Sampler: Okay, so up next
we're going to talk about the samplers in live. Now remember, let's
go way back to the beginning of this
part of this class. We talked about our four
main things, right? Oscillators, filters,
envelopes, amplifier. Okay, now here's the
cool thing about samplers, all that's the same. It's totally the same,
except the only thing that's different is that our
oscillator section can hold an actual audio file, rather than just
giving us wave forms. It's going to give
us an audio file, but the rest is the same. Filters, envelopes, amplifiers, all that
stuff is the same. We have two main
samplers in live. We have what's
called the sampler, we have what's
called the simpler. Okay. Now, if you
said to yourself, well it sounds like
the simpler is a simple version of the sampler. You would get a gold star for the day because
that is correct. We're using simplers
all over and we've seen simplers all over, all of these in drum racks. These are all
simpler instruments. Okay, we'll go into how all
this works in a second. Let's actually just load a simpler onto a new
track right now. Okay, here we go. So here is an empty simpler. Our oscillator section is going to be this big
sample area here. But then as you will be
familiar with seeing, we have filter, here's frequency and resonance
filter shapes. And even a filter button
to turn on enough. We have an LFO. You
know what that is. The four buttons right here, which are probably
familiar to you by now. Attack, decay,
sustained release. That's our ADSR envelope. Then we have a big
old volume knob. Here we have some
other controls that we can get at, more filters, a bigger LFO, and some more
controls for our envelope. But all of that stuff should be pretty familiar to you by now. Let's dive into the
simpler I want to, the simpler runs in
three different modes. Let's talk about that
in the next few videos, and then we'll go into sampler.
66. Using Simpler (Classic Mode): Okay, I have a simpler here, let's load a sample into it. We can load a sample into
it from all over the place. If we have a sample that
we like in our session, we can just click and
drag it down there. Or we can go to
our samples here. That's cool, let's
drag that down there. And we're just going to pop
it right on this dark area. All right, and there
we have it, okay. The three different modes of simpler classic mode means that we now have a sample and
we can trigger that sample. It's going to by default, not loop the sample, but we can loop it. This is quite a long sample. We can build a loop in this. We've got some warp
controls here. We can fade this out, that's a little smoother
and see how it. Oops, that's cool. Okay, if we play a note and just keep our
finger down on the note, it's going to loop back. We can turn that off here. The note is also
the note that we play on our Midi
keyboard is going to transpose this sound. The default is always
if I play middle C, which is not that, then it's going to go back
to its original pitch. We can't easily change what that original pitch is simpler. You just have to remember that
whatever pitch I put into that sample is not going to be the pitch that comes out when
I play it on a keyboard. Okay, it's not really
designed for that. With sampler we can do that, but with simpler we
don't really do that. I'm playing a C here. I don't know what pitch this is. Actually I do it is also a C, but live doesn't know
what pitch it is. If I play a whole step, it's just going to transpose
it up a whole step, regardless of what
the actual pitch is. Okay, So quite simple. If I want to adjust my
frequency resonance, I can do that there my envelope, I can make the attack less forceful and have it fade in with that can
adjust the volume. Pretty simple, right?
It is pretty simple. It's going to play our file. That's really all
it's going to do. Okay, let's go to one shot mode.
67. Simpler in 1-shot mode: Okay, When we switch
over to one shot mode, we have a little bit fewer
settings actually here, the main two we have is
trigger and gait, okay? So if I'm on trigger, that means when I say play that note, it's going to play that note
and it's not going to loop. Okay. I'm still holding
my finger down, it just stops. That's cool. I can still use my ADSR, although it works a
little bit differently. It's giving me a fade
in and fade out point. I've got a transposition
here that I can use. How much the velocity
that I play is converted to volume,
let's say a lot. That means that if I play
my keyboard quietly, it's going to play
the note quietly. If I play it hard, it's
going to play it really hard. But you might
not want that. You might just want it
so that it always plays the same volume every time. Okay? It is still going to transpose based on
what note I play, but back to this trigger in git. Git means it's going
to play the note. As long as I'm holding
the note down, it's going to play that sample. But as soon as I let go, it's going to stop
playing that sample. In Trigger, I'm going to
hit a note and that's just basically going to
say play that sample. Play that sample no
matter what in gate. It's going to say when I'm
holding my finger down, the gate is open to play. But when I lift my finger up, the gate stops kept
relatively simple, same filter settings,
nothing too crazy. Okay, let's go to the
more fun one, slice.
68. Simpler in Slice Mode: Okay, So in slice
mode it's going to let us chop up this
sample a little bit. Now this isn't a
great one for this. Let's find a, let's actually uses
banjo loop, okay? So in slice mode, you see that it
automatically has grabbed all these different
transients, okay? And when I play Midi notes, it's going to assign one
Midi note per slice, Okay? Now this is like slice
a new Midi track, except it's keeping
everything in one simpler rather than
divving it out to a whole bunch of simplersy. This is really fun for
just finding new sounds. There's all kinds
of fun stuff here. So we're ignoring the
pitch that I play. It's not transposing
this anymore, It's just using this to trigger all of these
different points. You can set how it slices it. You can say slice by
beat region or manual. But even if you set it to, which is usually the best way, you can't adjust the move
them where you want them. We have warp settings still, and we have warp modes
that we can activate here, fade in, fade out. I believe this will apply to each one filter
frequency and resonance. Basically, this is
most useful on like a beat if we take a beat, now I can find like this
kick, there's a snare. All right, so now
I can just take the beat and play
it really simply. Okay? So that's what
slice will let you do. It's just going to let you
chop things up and trigger things by transient rather
than the whole sample.
69. Using Sampler: Okay, let's switch over to
the sampler and look at how it's different instruments. Sampler o sampler is a
bit more complicated and really for one reason, it gives you more control
over the samples, but it also lets you load
multiple samples in. We'll look at how and why you would do that in just a minute. But first let's just look
at the main interface. Let's take one of
our presets here. Okay, here's what
this sounds like. Terrifying. Okay, so we have
this whole sample here, but we're looping
just this section, we can do what's called
a sustained mode here. This one means it's going
to just play and then stop. This one means it's
going to basically loop. This one is called
a boomerang loop, where it's going to play forward and then backwards and forwards, and then backwards and
forwards and backwards. That sometimes makes
a more seamless loop. We do have more tuning
controls of our sample. Here we can see like a list of the samples
available to us here. We can reverse it, we can set here what the
root of this sample is. Now that's important because that's something big
that we can't do, and simpler, once we set
the root note correctly, that means that everything will line up on your
keyboard correctly. If I load in a sample that is a sound that's in
a D sharp, sure. Then when I play a
C on my keyboard, going to play it as a D sharp, that's going to be all weird. But if I change the root
note here to say D sharp, then live knows how to
transpose the thing correctly to play the right
note at the right time. If you're dealing
with pitched samples and building
harmonies and things, then having the root note
correct is important. Okay, look just here at like
cross, fade and loop end. What we're seeing here is
number of samples, right? Like this is very specific
that we can do here. The cross fade settings, the loop length, all of these are unique per sample that we're
looking at, right? They're going to reset for
the different samples. We can detune it. All of these things are
pretty familiar to us. If we go over here, we've got some ADSR
controls over here. We've got a pitch envelope
over here with another ADSR. We've got filters. These are global. These are
going to affect everything. They're going to affect
all the samples, not just the one we're using it. Some modulation settings, if
we want to do some LFO's, we've got three of
them available to us. And then we can do some more complicated Midi mapping
if we really want to. But the star of the show is
this Zones tab right here. Let's go to a new video and dive into what zones
means in a sampler.
70. Samples and Zones: Okay, maybe you've seen before sample libraries that you can buy online.
There's tons of them. You've seen like an
orchestra library, like you want a good
sounding orchestra that you can queue up
and use. That's great. You've probably seen
orchestra libraries that cost 100 bucks, and you've seen orchestra
libraries that cost 100 bucks. Maybe you've seen an
orchestra library that cost $10 What is the difference?
There are a few things. There's the quality
of the recordings, there's how the samples have been edited
and put together. But one of the main
things that separates those is how many samples
there are, right? Because if I record a
violin playing a note, a single note, and I put
that into a sampler, and then I transpose
it down four octaves. That's not going to sound
like a bass, right? It's going to sound funny and weird. You've
done this before. Take your voice, transpose
it down an octave, and it doesn't sound like someone with a deeper
voice than you. It sounds funny. Take your voice and
go up an octave. Does it sound you up an octave? No. It sounds like
Mickey Mouse. Right. So the way we avoid that
is we have a sample, let's use the voice thing.
Let's keep going with that. We have a sample of my
voice, where it is, and then another sample of my voice of me
talking up an octave. Then the computer
knows when to switch. Each one is only
transposed a little bit, and then it switches
to the other sample. It might transpose up a couple
steps, my original voice, but then it reaches a threshold where instead of
transposing it more, it goes to the higher one
and transposes that down because it can do that less
steps of transposition. The more samples that
are in it, the better. You can also have volume. You could say that if I, if I whisper really quiet, then it's a certain
tamber, right? If I take that sound and just turn the volume
way up on it, you're not going to get
the tamber of me yelling. Right? You should have two separate sounds,
two separate files. And the sampler
that knows when to use the right one based on
the velocity of the node. I press, that's what all
this has to do with. Okay, If we go into zones, what we see in this
particular instrument is five samples and you can see there are
different octaves. F1f, 234.5 Okay, now this matrix type thing over here tells us when
to use each sample. If I play a note that
is two and under, it's going to use this sample. If I play a note 2-3
it's going to use this. 13.4 4.5 and then C five and up it's
going to use this one. Each of these only have to
transpose about an octave. We also have velocity controls here where we can
set the same thing. Now this one hasn't set it. This one is not set
velocity controls, all of the notes are going
to be on the same velocity, but only one sample can
play at a time, okay? So if I play, a note is
right on the edge, huh? Okay, let's go there. This
is playing that sample. You can see with red
which note I'm playing. But if I go down,
still the same sample, now we've switched
to a different file. Okay, a good sample library is put together in this
way with tons of files. The more files the
big the sampler is, generally speaking, the better, more realistic it sounds if
it's an acoustic instrument. Each of these is called a zone. There are different
zones for each sample. You can set them up to
trigger in different ways. We're going to see this
very similar thing when we talk about instrument
racks in just a minute. But before we do that, let's
open an orchestra library. And let me show you what a big orchestra library looks like.
71. Sampler Orchestra Library Example: Okay. I'm going to close all of this by going to the
Zones tab again. Now, let's look at the
Ableton Orchestra. The quickest way to get to
that is to go to packs. You have to have this one
installed for it to work, but orchestra strings, let's
go to string ensemble. Do this is a pretty nice
sounding orchestra. Now, the real big
orchestra libraries will not transpose
your files at all. They will have a single
file for every note and probably five or six
different velocities of different volumes
of that note. This one does
transpose somewhat, it is in multi sample mode. This is a little bit
of a weird live trick, but basically when you see
this multi sample mode, if you want to get into it and really work with it control, click on the header part up here and go down to
simpler to sampler. It's basically going
to take it out of multi sample mode and switch
it back over into a sampler. I'm not really sure why some
things come up that way, but it basically turns it back into a sampler, which
is what it needs to be. Okay, let's go on zones. You can see there's 300
samples in this instrument. If we go up to zones,
we see all these files. Okay. Actually, yeah, this
one has single files. If we go to you right in the
middle, let's say this one, this file plays for
note, what is that? C sharp five only, okay? This file doesn't
transpose at all. If I play five, it triggers this file, okay? Now, you'll also see that it actually triggers it four times. Why would that be? I'll
explain that to you. If I play C sharp five, these four notes are
going to get triggered. However, the velocity setting
is going to stop them. Here's that same note. If I play a low velocity, it's going to play this one. If I play a little
bit higher velocity, it's going to play that one a little higher and a
little higher for every single note in the
range of the orchestra. We have an audio file of that note four times at four different volumes
from quiet to loud. This set up is going
to be able to tell live that when I play this
note at a certain volume, which note to trigger
you can build. You can build these very
easily by just dragging sounds into a sampler and building
up a whole library. This way you can buy
some of these samplers. If you have something
like contact, that's a sample player
that does the same thing. It's able to handle a ton
of different samples. And you can set up a system where it
decides which one to play. That's where you get
sample libraries. Contact is free, but
the libraries that you will buy for it
are decidedly not. Sometimes that's how zones works in a big
orchestra library. This one sounds pretty good, it's a pretty decent
selling library.
72. Adding Samplers to our Track: All right, let's add a sampler
to our crazy track here. What I want is something
keyboard like to help reinforce this sound. So let's go to sampler
and look at some of the presets attack That's interesting, it might now work for us. No, there's a whole
chords in there, so I don't want that. It's kind of fun.
Let's try that. So we'll take all of this and put it down
here to double it. Let's hear what
that sounds like. I don't really love it. We try that too big. I kind of like it. Okay, cool, whatever. This thing's kind of ridiculous. But I'll give you
this session again. I think we've added a few layers since we've last
given it to you. So if it's fun for you, you can download it and play
around with it if you like. And then let's move on to rocks.
73. Overview to Instrument Racks: All right. Let's
talk about Racks. I think I said this once before in one of the earlier classes, but I'm going to say it again
because it's important. When I was in the Certified
trainer like exam thing, one of the Ableton folks, one of the people
from Ableton Company described racks like this. He said if there were four
things that make up live, like the most important
things in live, they would be warping
session view, arrangement, view and racks. I think that might have been
before max for live exists. I would add a five max for live. But racks are the fourth one. We've already seen drum racks, but there are other
kinds of racks. Two in particular, there are instrument racks
and effect racks. We're going to talk about
instrument racks and now we'll talk about effect
racks in the next class. What you can do with
an instrument rack is basically you can
make super instruments, you can combine
instruments together. You could also think
about in the past, up till now, I've said several times that you can only put
one instrument on a track. Every time I said that, I
choked it back a little bit. And I think I probably said in most cases you can only put
one instrument on a track, or most of the time you can only put one
instrument on a track. This is the exception. If you use a rack, an instrument rack, you can, in a way, put more instrument
than one on a track. Let's take a look. They are similar to
drum racks in a way. Let's go instrument rack, and let's throw an
empty one down here. Okay, there it is
nothing to it, right? There's really nothing there. But now let's say I want
this collision patch. Now this collision
patch is a remember, but I just put a
rack within Iraq, which you can totally do. Now let's say I want
this wave table. Sure. I'm going to open
this thing called chains, which I'll explain in a
second and just go like that. Now let's see, how about a meld. Sure. Put that there,
maybe another meld. Sure. Okay. Now
I've built a sound. That's pretty crazy. But that's what you can do with racks. Let's dive in a little
bit more and talk about how racks work and
what you can do with them. We'll start with this
bit about chains.
74. Chains and Selectors: Okay. So you can have one
instrument per chain. Okay. So, let's start fresh. Let's get rid of
that. Let's go back up to instrument rack. Put it down here. Okay. Now,
let's pick a sound. Sure. We'll drag that down there. Okay. Now, as soon as I do that, I need to open chains over here. Okay. If I want another
chain, I can do two things. I can control click somewhere in this area and say create chain. Now I have an empty chain
which can be useful, actually, we'll get
rid of that for now. Another thing you can do is
just drag an instrument or a preset down to that area
and make another chain. Every chain so far, every chain is going
to get triggered at once when I play
some Midi notes. Those Midi notes are going
to come in here and go and get sent to all four
chains and then sent out. I can adjust the volume
of each chain here. If I want to blend
these in a way, I can do some panning,
I can turn one off, or one on can solo
them, swap them out, do a few different things, but then here's where the
real power comes in. I have these things up
here, these four buttons. Hide is not really one of
the key velocity and chain. This is going to, let me
choose which chain I'm hearing when right now I'm going to hear all
chains all the time. But what if we had an instrument
that was set up by key? Okay, so watch this.
I'm going to control, click on here in this area of the chains and say distribute
ranges equally fun, little time saving hack. Okay, now what we have
here is when I play a low note on my keyboard, there we go, I, it's going to play
this instrument when I play a little
bit higher note. Now we switch to
this instrument. If I go higher still
that instrument. Okay, now switched
over to the other one. Let's go to the
next one. It's too high for that one to handle it, that one's too
high. That's okay. So you can see that now we've decided which instruments
happen in which range. Okay? We can move them around, we can say this one happens
there, they can overlap. Now, right here, I'm going to hear both of
those instruments. We could say, we're always
going to hear this instrument, but then we're
also going to hear some other instruments
along the way. Oh, it's a cool effect, but my favorite thing
to do, Watch this. Okay, We can decide what
instruments play when by using this big green bar. But do you see that smaller
green bar above that? That smaller green bar
is like a cross fade. Check this out. Now they're overlapping a little
bit, but watch this. I'm going to grab that smaller
bar like this and this. Whoops. Sometimes it's hard to grab it because it's small. But what do you think
is happening now? We are cross fading instruments. As I go up in this range, I'm going to get a little bit of this instrument and a little
bit of this instrument, until eventually this
instrument takes over. And then it's going to fade
between these two, right? So I'm going to get some of both and create this
crazy instrument. It's crazy, that's
with the key selector. I can do the same
thing with velocity. Now you're seeing how this is familiar from the
sampler, right? I can say, well, let's distribute the ranges. I can say when
we're on this one, we're, when we play quiet
notes, use this synth. We play loud notes,
use this synth. Louder notes use this synth. And very loud notes
use that synth. Now, I've created a little
bit of a problem here, and it's something
to watch out for. That's that we have two different kinds
of selections going. That means if I play a low note quiet, I'm
going to hear this. And this synth, just
this top synth. But if I play a high
note really quiet, it's not going to play anything. Because the quiet
range is down here. But the high note
range is up here. You should try to get in the habit of using one
or the other of these. It's not great to
use both because you can end up triggering nothing. I'm going to reopen
all of these. Then there's one more
thing to look at. Okay, I'm going to reopen these. And then we'll look
at the chain selector in the next video.
75. The Chain Selector: Okay, so I've reset my velocity chain selector
and my key selector. Now let's go to this
chain selector here. Okay, so let's imagine
another situation. Let's say you are in a band and you are the
keyboard player for that band. You are going on tour with
that band playing keyboards, and you want to bring
a Midi keyboard. You don't want to bring
your whole arsenal of 50 different keyboards. You're going to bring a
Midi keyboard and a laptop. Okay, You're going
to walk out onstage, you're going to plug in your
keyboard to your laptop. And you're going to load
up one Ableton patch. And it's going to have an
instrument rack on it. Okay? You're going to set the instruments you
need for every track. This is track one, Track two, Track three, Track four. Maybe this is an organ,
maybe this is Rhodes piano, maybe this is a normal piano, maybe this is some pad for every song that you
have in your set. You have a different
chain. Okay? Then what you're going to do, so you're going to
go to this chain, select this, going to move that 1/1
That 1/2 1/3 okay? You're going to map this to some dial on your
keyboard, okay? By doing that, you can set
a dial that controls this. You do that with Midi mapping. We'll talk about Midi
mapping in the next class. Actually, I'll just show you
how to do it really quick. Command M, click in this
purple area and then wiggle some parameter on
a Midi controller and you will then
have control of it. Once you have control of it, then you're all set
to play this show. And never having to
touch your laptop. You've got your keyboard
here, you say, cool. Next song, all you have
to do is turn that, dial that over one notch. Now you're on your second synth. Next song, turn that, dial one, Not now you're on
your third synth. Now you're on your fourth synth, your chain selector, then
they want an encore. So you go back to your
first synth, no problem. You turn that dial. That is what this chain selector
is really good at. It's just saying I want to be on one of
these synths and I'm just going to turn a dial
and it's going to be this teal line. That's
what I'm turning. I can just select
whatever I want to do. You can also do the same stuff where you make a long area, maybe a fade in and
then the opposite. You can still use it to just
dial as like an effect, to cross between different sense and maybe have one that's
always on like that. Now it's, now you got
a pretty crazy sound. That's what the
chain select does. It basically lets you
just select for it.
76. Macros: Okay, next thing,
let's go back to this little macro button
that we saw earlier. We saw that we could assign some things to different
macros, right? Let's explore that
a little bit more because there's a lot of wild
things we can do with this. The idea behind macros is that, let's go back to that example. You're in a band, you're on stage and you're just
dialing through all of these different sense for
different songs in your set. But let's say that in
the second song you need access to your filter
frequency, okay? The last thing you want to do is being open
up your computer, dig around to try to find this dial in the middle of everything else
Going on on stage, you're going to hit
the wrong button and something strange is
likely to happen. We want to keep you
from having to dig around inside of an
instrument when that happens, what we're going to do
is we're just going to say frequency control. Click map to macro one.
Now that's out here. Okay. When I move this, it moves that. Cool. That's it, right? Nothing fancy. It's just mapping some parameter
so that we can get to keep us from having to go deep inside of our
instrument and find it. Just give us access to
some stuff really quick. However, while that is
something important we can do, The macros are their own little synthesis
engine by themselves, accidentally,
because watch this. Let's say I wanted
to do that filter, but I also want to do
some crazy effect where my LFO rate is going to go
down as my filter goes up. I can totally do that.
Control click map, this also to macro one, okay? Now they're both going
up at the same time. Then I'm going to
go back over here, Right click on that again
and hit Edit Macro Map. Now I have some controls
over those things. My LFO rate is going 0-127
if I want to go opposite. Crank that up, crank that down. Now when I move this macro, one goes up and one goes down. Let's turn mapping off so we can see that a little easier. Okay, let's do something else. If at the same time
that that happened, I wanted my oscillator two
level to go up and down. Okay, now I'm creating
this crazy effect. It doesn't need to
be in this chain. On this chain is also happening. And I go into this
device and say I want the pitch envelope to also move around for this
completely other instrument. Now I've got this one dial
that does this insane thing. I can change the color of it, rename it super dial. Sure. That's how macros work. You can do an insane amount
of stuff with macros. We'll see this even
more once we get into effect racks
where we can start to build these really complex
and customized effects. But that should give
you a basic idea of what they're capable of. You can map as many things
as you want to a macro. You can hit this
Map button to get control over minimum
and maximum values, which can let you
customize it even more. There's a huge amount of
potential just in macros. Okay, let's look at
a few quick presets.
77. Some Rack Presets: Um, at, okay, I'm going to get rid of this crazy one that we made. Let's go to instrument rack. And let's look at these presets. Now, there's a lot
of presets here. That's wild. Let's look at that. Okay, we open it up, we have just macros a lot of the time, that's
what you want. Remember, the
macros are designed to keep you from having
to dig around in all of the instruments
this has been built, so that just has the
things that we need. Neat. Let's look inside it. So if I click on this button, I'm going to see the
chains, there are two. Okay. If I double click
here, I can expand that. There's a sampler in
multi sample mode. There's a ring modulator, which is just another sampler
in multi sample mode. So we just have
two samplers here. Let's look at, let's
look at this drum kit. Okay? So what do we have here? This is complicated because
we have a drum rack here, but it's contained within
an instrument rack. This is something
you'll find. You can have racks within
racks, within racks. It's crazy, they have
just four macros for us. If we look at our chains, there's just one chain
which is totally okay. And they've put some effects on this too, on this chain also. Which you can do by the way, put some effects at the end of the chain after the instrument.
Sounds pretty simple. Let's look at one more.
Let's try that one, okay? Just some macro
one chain operator and then a ton of
effects after it. You can see already all
these green dots here are mapped to macro,
there are parameters. In particular, the on off of
this effect is mapped to a. Let's see if we can turn one on. See this amp here. It's going to be
controlled by this bright, at some point it hits a
value that turns it on. It's just anything greater
than zero turns it on. With that, you can set that
up in this mapping tab here. There's so many possibilities of just crazy things you can
do with instrument racks. It's like just
literally endless. Okay, we're almost done. We're almost done. There's
just a couple little odds and ends that I want to go over
and then we're going to wrap up this part of the
class. So let's do that.
78. External Instrument: Okay, let's talk about
this external instrument. One, this one is a little weird, we're in the odds
and end section. Now, the purpose of this
external instrument is this. Let's say I have that It synthesizer
over there right there. Let's say I want to
play that through live. I want to do some
Midi sequencing. Send that Midi data over to that instrument and then
get an audio signal back. Okay, that's what
external instrument is. Technically, I could do all that without the external instrument. I could just do it with routing by making
a new Midi track. Then say this Midi output goes to an external
device over there. And then set up a new audio
track that's going to record in the audio
from that track. I could do that, It would
take two tracks and a bunch of cabling
and weirdness to do this makes it a little bit easier with this
external instrument. All I have to say is my two. And then I can just select that. It's not plugged
in at the moment, but I could select what
I'm sending that mid to then I would say audio
from that I got a little, again, some latency controls. Then basically on
the same track, it's going to send Midi out to it and bring audio back in. At some point, I can
just record that audio in and have it. It's a utility thing. It's just going to send
Midi out of your computer to another thing and then
bring audio back in. That's all. It's actually
relatively simple. You would only really
need this if you have some external Midi gear that
you want the sounds from. Okay, that's the
only real reason to use this at the moment. That's all I have
to say about it.
79. Granulator III: Now I've talked about Max
for Live here and there. We'll do a ton of Max for Live in the last
part of this class. But there are some Max for live instruments hiding
around on your computer. One super powerful one. In fact, I might even
argue that this is one of the most powerful instruments that
we have in live. It's hidden away.
Granulator three. We had granulator, we
had granulator two. And now new in Live 12
is granulator three. This thing is crazy, it's
a max for live device supposedly made by Robert
Hinky, the boss dude. In order to use it,
I have to open up this folder and then get to
the granulator three track, then I can load it. Remember max for live
device just means that you can open it up and tweak
it if you really want to. But this thing is like a drone
machine. Let me show you. Let's go be sure, let's just drag a
sound file in there. And now if you play it, so it does like tiny
little looping things. Let's look at some
of these presets. It's just like crazy. So you can drag any
audio file into this and it's going to
do crazy things to it. Maybe not a high
hat, let's maybe go. Sure. Okay. And I haven't even like touched
any of the controls yet. We have envelopes,
we have filters, but effectively our
oscillator is this sample. But it really just like picks apart the sample and does
like crazy things to it. Granulator, The name granulator is a riff on the term granular, which is the type of
synthesis, granular synthesis, where you take a sound
and chop it up into tiny, tiny little pieces
called grains, then sprinkle them around
and do fun things with them. Check out this instrument,
It's powerful, I believe it's free, sweet, and maybe with other
versions if you have it, it's going to show up in packs. Granulator three pack. If you don't have it look
on the Ableton site, go to pack and then go
to free and see if it shows up for you as something
that you have available. You could also probably just get it right from this window. It might show up
right here for you, but play around with
it, it's really fun.
80. Other M4L Devices: Of course, don't
forget. If you go to the Max for live tab here, you should have
several things here that are other instruments. Not all of these
are instruments. You won't have all of these. A lot of these are
just things that I've made or things I've
played around with. But you can download
instruments, go to Maxforlive.com if
you're looking for these. There's tons of free things
to play around with. Buffer Shuffler is great
for doing glitchy stuff. Arp is cool. There's a lot of
stuff that comes with live. And there's a lot
of stuff that you can just download on your own. Don't forget about those
if you're looking for more instrument ideas
or effect ideas.
81. What Comes Next?: Okay, we have reached
the end of part four, part four of this sequence on sound design and instruments. Up next part five is on
audio and di, effects. In that section, we're
going to live here, we're going to go through
all of these effects. We'll talk about more
sound design stuff, effect theory, composition, how to, and we'll get
into a little bit of mixing and mastering as we get comfortable using
some of these plug ins. We'll also learn what
some of these are, not only how to use them,
but like compressors, different filters,
shifters, phasers, flangers, vocoders,
all that good stuff. Please join me for
that other class. It's probably out now and we'll continue on our
journey to master every element of Ableton life. We'll see you there.
82. Bonus Lecture: Hey everyone, want to learn
more about what I'm up to? You can sign up for
my email list here. If you do that,
I'll let you know about when new
courses are released and when I make additions or changes to courses you're
already enrolled in. Also check out on this site. I post a lot of
stuff there and I check into it every day. Please come hang out
with me in one of those two places or both,
and we'll see you there.