Creative Effects
Creative Effects
By Eddie Bazil
Ebook Edition
Published 2011 by Samplecraze, [Link]
Copyright Eddie Bazil 2011
Eddie Bazil has asserted his right under the Copyright, Designs and Patents Act
1988 to be identified as the Author of this work.
All rights reserved. No part of this book nor any of its associated tutorial files may be
reproduced, resold, or transmitted in any form or by any means without prior written
permission of the Publisher.
Notice of Liability
The author and publisher have made every effort to ensure the accuracy of the
information herein. However, the information contained in this book is sold without
warranty, either express or implied. Neither the author nor Publishers (Samplecraze),
nor its dealers or distributors will be held liable for any damages to be caused either
directly or indirectly by the instructions contained in this book, or by the software or
hardware products described herein.
Table of Contents
INTRODUCTION
CHAPTER 1 REVERB
CHAPTER 2 MODULATORS
47
CHAPTER 3 DELAY
59
CHAPTER 4 CHORUS
82
89
CHAPTER 6 DISTORTION
97
CHAPTER 7 FILTERS
126
154
168
210
Introduction
I have never been good at writing songs. I cant string more than two words
together. I have always envied songwriters and their ability to create poetry
through music. I knew from an early age that I would never be a songwriter.
BUT, I had an obsessive fascination with sound and, to my surprise; I found that
I understood sound and its physics much better than words and their
relationships to each other. The motion and effect of a sound was as moving for
me as a whole song. The ability to take a single sound and treat it so it moved
dynamically, much as a song does, and to have it evoke an emotion was exciting
for me.
I decided, from an early age, that I would explore sound and try to acquire the
skills to shape it. This led to countless sleepless nights studying sound and its
physical properties, trying to find a happy medium between data and creativity.
I decided to program as many synthesizers as I could for other people just to
get the experience of manipulating sound. It soon dawned on me that there are
three types of sound design areas: replicating, colouring and warping.
Replicating involves replicating an existing sound like programming a horn sound
on a synthesizer or sampling and designing a piano preset.
Colouring involves using a replicated sound and creating variations of it but in a
more creative manner thus giving rise to a new version of the same sound that
still falls within the parameters of a replicated sound but with a new twist in
representing it. Warping involves creating a completely new sound that doesnt
fall under the replication criteria but can use the replicated sound as a source.
This involves total reshaping into a new texture and one that evokes a specific
emotion. Whereas the replicated sound is about recreating an existing sound,
warping is about twisting it into a new and detached sound.
All forms of sound design start at the waveform stage whether sample based or
pure. But reshaping, colouring, mangling, or warping an existing sound involves
the use of dynamics and effects and how the modulation matrix can best make
use of existing synthetic design tools. Of course, we can mangle a sound within
the modulation matrix using the basic tools that come with the synthesizer but
that can be limited and too specific. It is the area of effects that opens up the
world of sonic mangling and if the effects can then be modulated and routed
within a matrix then a whole new world of sound design opens up and you are
limited only by your imagination. It doesnt end there. Sonic mangling is one
thing but creative production is another ballgame entirely and this is heavily
reliant on effects and dynamics not just for corrective tasks but for creative ones
as well.
An integral part of mixing and production is the area devoted to effects.
Effects are used not only to colour sound, but to create an aural illusion. How
this is achieved is dependent on the effect being used. But before we can delve
into the wondrous world of effects we need to define what an effect is.
What is an effect?
An effect is a process or device that adds to an untreated/dry signal by a user
defined amount, whereas a signal processor treats the whole signal and does
not add to it. In the old days of patching analogue mixers the auxiliaries were
used for effects like reverb etc and the inserts were used for processors such as
compression. The distinction, in terms of processing, is quite obvious. The
device, let us take reverb as an example, adds to the dry signal and outputs the
mix of both dry and wet signals whereas the compressor treats and processes
the entire signal and outputs the result. Even in todays DAWs (digital audio
workstations) this form of patching still exists and is commonly used.
You may think that I am being a little pedantic here but in todays diverse world
of audio technology, terminology and description can often be confusing and
general. Additionally, a number of manufacturers have taken it upon themselves
to rename conventional terminology in favour of sounding hip and now. Sadly,
this makes it a nightmare for tutors to stick to a standard and it can get
extremely confusing trying to reference new terminology against old and to
decipher todays manuals. To add to the headache most manufacturers now
include additional non conventional features into their products to give added
value and not outgun the competition.
Effects are excellent sculpting tools and a number of genres today have made
their mark because of the type of effects used within the genre.
Trance would be a good example of the use of delays and reverbs. Distortion is
prevalent in the Rock genres etc. Effects can be used globally on the whole mix,
or individually on single tracks or events, or as a combination of both.
Effects can be used creatively to evoke an emotion, or, for example, correctively
to encompass space where space is lacking. In the former, a big reverb on
strings can result in the strings sounding huge and warm, or bright and
exploding. In the latter, sensible use of reverb can add space to a certain sound
in a mix that sounds too dry compared to the surrounding instruments that may
have been recorded with space.
Chaining effects can lead to dramatic results. One effect feeding into another
and so on is a great way to enrich a sound and make it evolve. The effects can
run in series whereby one effect feeds or morphs into another or in parallel so
that more than one effect is running at the same time. However, soft and subtle
use of effects can result in track strengthening qualities. Using a chorus on a
bass sound can thicken the bass. Adding a slight amount of delay to vocals can
make the vocals sound fuller and deeper.
It is limitless what can be achieved with effects. You are only limited by your
imagination, and of course, which tools you use. Understanding how best to
utilize an effect is reliant on understanding the mechanics of the effect, what it
does and how it works, and in what quantities to use it for optimum results.
This book has been written to demystify and simplify the obstacles contained
above and to offer the reader a thorough, yet basic, approach to both
understanding and utilising effects. Wherever possible audio and visual examples
have been provided in example and exercise formats. I have found, through
years of teaching, that theory coupled with audio/visual exercises is the best
approach to understanding how a process works. Using different devices with
different parameters and terminology is only best impressed when used in
conjunction with screen captures and before and after audio files.
I sincerely hope that after you have meandered through this book you will have
a good grounding and a basic understanding of how effects work and how to get
the best out of them. But more than anything, I hope you can share some of the
obsessive passion I have for using effects to change a sound and that at some
point this becomes a fun and creative process that will give you a new outlook
on sound.
Using This Book
Throughout the book I will often ask you to listen to specific audio files; these
will be highlighted in red along with a speaker icon:
welcome [Link]
the beat [Link]
All audio files can be found in the associated folder for the chapter you are
reading.
Additionally, have included hi-resolution copies of all screenshots found within
the book, found in the related Images folder for each chapter.
Thank you and I hope you enjoy the book.
Eddie Bazil
[Link]
Chapter1:Reverb
Chapter 1 Reverb
Reverb is the most commonly used and abused effect and yet it is such a simple
and versatile tool.
I think that the problem lies in the fact that reverb seems to be the go to effect
when trying to create the illusion of space and that most users seem to load a
preset from the vsts preset menu and mix to taste not knowing what is actually
happening bar auditioning the resultant output. What makes it even more
confusing is that most vst manufacturers will name their presets based on either
the space that the reverb is trying to emulate or the sound that it is affecting.
Although this is always a good starting point, for most users it can be a
confusing path to go down.
Reverb serves a number of purposes and the two most important ones are that
of colour and space. It can also be used as a corrective tool, for example:
helping to add tails to sounds that have been cut abruptly.
The type of reverb used is as important as how to use it. There are occasions
whereby a certain type of reverb is required on a specific sound or mix because
of its design and build: a plate reverb is a good example.
I will use different types of reverbs for the ensuing exercises and demonstrate
how different they sound and why certain reverbs are better than others at
specific given tasks. But before we even think of having some fun let us get the
mechanics and physics out of the way and understand what reverb actually is
and how it works.
We have been listening to music acoustically, for thousands of years. The natural
acoustical space that the music was played in determined how the music was
perceived. The environment and the materials that made up the surrounding
environment had a huge impact on how the music was heard. We may think
that we are the innovators when it comes to creating the right space for music
to be heard in but the Romans and Greeks had a head start on us and designed
their amphitheatres and arenas to do exactly this. Some of their designs are
truly impressive. Their understanding of space and the materials the space was
constructed from is remarkable even today.
So, how does reverb work?
The listener hears the original sound, plus all the reflected sounds that come
from the original sound reflecting off surfaces within the environment. These
reflections are reflecting at varying distances and times. This is the nature of
how sound moves in a given environment. As a result, the listener hears a
composite of the original audio signal, the first reflections, and the delayed
reflections.
Chapter1:Reverb
These signals will eventually lose their energy and dissipate.
Imagine a square room whereby you, the listener, are sitting in the middle of
the room. For now, let us work under the premise that the sound that emanates
from you emanates in all directions as opposed to being directional (which sound
is).
The room is made of brick walls coated with plaster. The walls and ceiling will
have reflective properties. You shout. The shout begins to reflect from the
nearest surface and ensuing reflections come from different angles at different
times from different parts of the room. This makes perfect sense as the further
away a reflective surface is the longer it takes the sound to reach it and reflect.
The trajectory of the reflection depends on the angle the sound reaches the
surface and the angle the surface is at, for example: a sound reaching one of the
corners of the room at a 90 degree angle will reflect at that angle and reflect off
another surface and continue to reflect until it dissipates or loses energy. A good
way to imagine the reverb aspect is to think like this: after you have shouted the
residual sound that remains is the reverb.
You can imagine what this means in rooms that have reflective surfaces,
absorbing surfaces, irregular shapes and so on. High frequencies are more
prone to absorption and rooms with absorbing material (curtains, carpets etc.)
will sound more muffled. Rooms with hard reflective surfaces will sound brighter
and more brittle.
So, reverb is simply a term that defines the reflective properties of a given space
and how those reflections are projected and processed. Today, we emulate the
space of the environment and use this in our music.
Our effects units can not only emulate real spaces but also create spaces that do
not exist naturally in nature, like gated reverbs or reverse reverbs.
Figure 1 is a simple diagram displaying the various features of how reverb
behaves. The terminology used has stayed the same for a long time although
new features and therefore terminology has been introduced in modern day vst
effects.
Chapter1:Reverb
Fig 1
When the sound is triggered there is a pre delay just before the signal reflects
off the first surface. The time taken for the signal to reach and reflect from the
first surface is known as pre delay. In other words, the pre delay controls the
amount of time taken before the reverb sound begins. By adjusting this
parameter you can impress a change in distance. The longer it takes for a sound
to reach a reflecting surface, the further that reflective surface is away from the
sound source. This is the first stage in the reverb process.
This is then followed by the early reflections. The early reflections are the
primary reflections after the pre delay and this is actually quite significant as it
will denote the shape and size of the room before the decay sets in which in
itself further defines the dimensions of the space. We tend to concentrate more
on the pre delay and the early reflections to reference ourselves to our
surroundings/environment than we do to the dissipation process of the ensuing
reflections.
The decay time (also known as reverb time) denotes how long it takes for the
reverb sound to dissipate/lose energy, or die. The decay itself is equally
important when gauging the surface absorption properties of the space. We can
control the texture, length and behaviour of the decay in such a way as to create
a new colour or to expose the surface material.
Chapter1:Reverb
In most reverb units you will have a high frequency roll-off, sometimes
referred to as HF damp. In natural spaces high frequencies dissipate quicker
than low frequencies. By controlling this roll-off we can simulate the frequency
dissipation. However, we can also manipulate this by using traditional filters post
reverb. The depth and detail of control over these features allows us huge
flexibility and scope to create interesting environments and textures/colours.
As the image in Fig 1 shows, there are a number of early reflections spaced out
between each other. This is where diffusion comes into the equation. Diffusion
parameters control the spacing in between the early reflections. The tighter they
are packed together, the thicker the sound, and vice versa. The more diffusion
you apply the thicker the reverb will sound. This can translate across as dark or
confined. If you apply less diffusion, the opposite happens; you space out the
reflections further apart and make for a thinner reverb sound.
Figure 2 shows how sound is reflected in a room.
The direct sound is the sound that comes out of the keyboard and goes directly
into the microphone without reflecting off any surfaces. The black lines represent
the reflections. They are going and coming from all angles and the microphone
records not only the direct sound but all the reflections as well. Of course I have
only drawn a few reflection examples but you can appreciate what happens
when you have countless reflections coming from all angles at different times.
Sound travels at approximately 1130 feet per second which equates to about a
foot per millisecond (ms). Using the example of the room reflections it is easy to
see that some sound waves will travel further than others some will travel
shorter distances and others will bounce around the room. Because the speed of
sound is constant it then follows that the sound waves will all arrive at the
listening or recording position at different times. The bigger the space the longer
it takes for the sound to reflect and arrive at the listener/recording position. This
time factor denotes the size of the space. Add to that the dissipation time, the
time it takes for the sound and reflections to lose energy, and you have further
information about the size and characteristics of the space.
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Chapter1:Reverb
Fig 2
Working from the image we can now ascertain a few bits of important
information:
The direct sound is the dry sound that comes directly from the sound
source without any colouration whatsoever. The reflections are referred to
as wet. In fact, this word is applied to any effect that is separate from
the dry signal/sound source. This term denotes how much of an effect we
want to apply to the dry sound. I am sure you have come across this on
many effects vsts. The dry/wet knob/fader (also called mix) is used to
mix the dry signal with the wet (effect) signal. In the image the
microphone is picking up both the dry signal and the reflections (wet
signals) and the combination of the two is referred to as the mix. By
using the wet/mix control we can have further control over space and
density.
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Chapter1:Reverb
Reflections from different angles arrive at different times and this can
further determine the characteristics of the space occupied. It is normal
for higher frequencies to dissipate quicker that lower frequencies in a
given space and this piece of information can go a long way in not only
determining the shape and reflective surfaces of the space but also when
we want to sculpt the reverb for coloured use. It is not uncommon to use
a high-pass filter post reverb to remove unwanted lower frequencies and
vice versa.
In fact, most of todays vsts have some form of EQ/filtering built within
the vst. When dealing with low frequency sounds it can sometimes be a
nightmare taming the reverb as reverb can sound like mush and it is here
where a combination of dry/wet and filtering processes can be a real help.
If reverb is applied incorrectly to low frequency sounds then definition is
compromised.
But this doesnt mean that high frequency sounds dont suffer either.
When using reverb on high frequency sounds the actual reverb effect can
sound considerably more pronounced and it is here where, apart from
using the usual parameter controls, filtering can be your best friend.
Generally, I tend to try to limit reverb use on low end sounds like basses
or kicks and if I have to use reverb then I will almost always filter the
lower frequencies out. And when dealing with high frequency sounds the
HF roll-off is my go to parameter.
The shape of the space is critical when determining the colour and
character of the reverb being applied. In large spaces the echoes can be
further controlled so as to provide a sense of direction and shape. In
smaller spaces this is less pronounced but equally important. When you
shout in an irregular large space you will often hear some of the
reflections as distinct separate sounds emanating from different
directions. This is down to the angles and time taken for the reflections to
arrive.
Caves and mountains are good examples of delayed sound emanating
from different directions. This example may seem a little out there but it
is critical for a producer or sound designer to understand direction and
space. When dealing with sound effects for film this becomes even more
important. However, as an example, it serves us well to understand
distance and position. A number of vsts nowadays exhibit a multitude of
presets that have different shape characteristics with the added
advantage of allowing the user to reshape any space both in terms of
angles and size.
Chapter1:Reverb
and the source sound is perceived to be dead centre. If the microphone is
moved a little to either side then the times and angles of the reflections
will also change. This will then denote a change in position. You may be
wondering why this is important when dealing with reverb. Well, it allows
us to understand where a reflective surface is and how we can utilise that
to express our sound. It also serves as a great way to move the
perceived space of a sound simply by panning the reflections.
Early reflections are probably the most important factor when dealing with
a given space as they will be more pronounced than the ensuing
reflections. The early reflections will give us enough information so as to
be able to denote direction (and therefore proximity/distance) and also a
little information about the reflective surfaces. The initial reflection will be
the pre delay and the immediate ensuing reflections will be the early
reflections. A combination of both gives us the necessary information we
require to understand the characteristics of the space. The ensuing and
complex reflections are harder to decipher but no less important than the
pre delay and early reflections. Nowadays, vsts will afford control not only
over the pre delay (standard on almost all units) but also the early
reflections and how they are structured.
Before we continue exploring different types of reverb and how they impart their
own sonic character and behaviour on the audio it would be a good idea to cover
some audio examples. However, it is important to understand how an effect such
as reverb is used in a DAW (digital audio workstation) also known as ITB (in the
box), basically in software.
The usual practice, utilised from the old analogue console days, is to use an
auxiliary send and return to feed varying amounts of the dry signal to the reverb
effect and then output together, both dry and wet. Nowadays, and with the use
of software, this method is still utilised and critical as varying amounts of many
sound sources can be fed to the same reverb effect which allows for less CPU
usage and the ability to use the same reverb and its characteristics on a
multitude of sounds.
But more and more people use a reverb effect as an insert on the channel bus
much like a compressor. The difference here, apart from the multi sound sources
feeding into one central reverb, is that the channel now passes directly through
the reverb and the wet/dry mix has to be used to control the dry and wet
amounts on the same channel via the same unit. This can be constrictive but
does have its uses.
The following examples utilise the insert method whereby the mixture of the dry
and wet signals are controlled directly from the reverbs dry/wet mix control.
Additionally, the examples will be a mixture of space and colour. Hopefully, this
will help you in understanding how each is achieved.
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Chapter1:Reverb
I will use three examples: one is a dry and slowly spoken voice file, the other is
a faster spoken voice file and the final example uses a dry piano file. This will
allow you to evaluate how the various parameters, discussed earlier, are
represented on different sound sources.
Please bear in mind that whenever you want to apply a time based effect on a
single audio file in an audio editor you will have to add silence after the sound so
as to accommodate the duration of the effect itself.
sound [Link]
experiment with [Link]
piano [Link]
All the audio examples are dry with no effects. The idea is to afford both space
and colour to each using the different parameters. So, we will try a few
examples for the voice files using the different parameters of a reverb unit and
listen to how distance and texture is applied.
The software reverb I am using is the TSAR-1 made by Softube.
Here are some variations for the sound [Link] vocal using standard
parameters:
sound effects [Link]
A more natural sounding reverb with a short 10 ms pre delay, a 1 second decay
time, low diffusion, midway density and a brighter tone which has been achieved
by leaving the HF damp (High Frequency roll-off) untouched and allowing all the
high frequencies to pass through. Of course, these settings are not mandatory in
any shape or form. They are dependent on the sound source, the space it is
meant to reside in and the final application it is required for (speech, music etc).
sound effects no density [Link]
By only adjusting two simple parameters the sound dramatically changes and
sounds far closer and more boomy. By adjusting the density to 0 the sound
becomes clearer and less muddy. Generally, low density settings work quite well
with voices and mid to high range frequency content material. The density
denotes the chickening of the reverb tail and the more density applied the
thicker the reverb tail. Of course there are many instances where a high density
value can be as useful and critical as a low density value. The slightly dark and
boomy quality of this particular audio example is solely down to the HF damping.
I have deliberately removed almost all of the high frequency content of both the
14
Chapter1:Reverb
reverb tail and early reflections and this is what gives the dark and moody effect
to the vocal.
sound effects whisper pre [Link]
This example beautifully displays what happens when the density is set to high,
the HF damp disengaged and, most importantly, the pre delay set at around 50
ms. The whispery or floaty texture is attaining because no HF damping takes
place but it is the pre delay that separates this whisper from the dry sound and
adds a nice little delay to the sound which comes across as light but intimate.
sound effects [Link]
Of course, we can go the other way if we want a specific extreme effect on a
vocal. In this example there is almost zero pre delay, a decay of around 0.15
seconds and HF damping at around 9 kHz.
The next couple of examples relate to a faster delivered vocal line: experiment
with [Link]
experiment [Link]
This effect is achieved by keeping a short decay time of 1 sec and, more
importantly, a pre delay of 0. I have done this because the spacing in between
the words is shorter and the delivery is a little faster. By using these settings I
am allowing the reverb to work itself more evenly sitting right behind and on top
of the vocals. A little trimming off the high end (HF damp at 10 kHz) and a
relatively high density (80%) takes the bright edge off the reverb tail and makes
it sound warmer.
experiment little [Link]
This final example has had a single parameter adjusted, the pre delay. All other
settings are exactly as the experiment [Link] example. However, the pre
delay value of 60 ms gives the sound an echo. I am sure you have heard this
effect before when dealing with public address systems in open or large spaces.
It is a good way to show how the pre delay on its own can dramatically change
the character of a sound.
We will continue with more vocal examples when we come to explore different
types of reverb effects, notably impulse responses (IR) and spring reverbs.
However, let us continue with the piano examples.
piano [Link]
The dry piano file is lifeless and has no movement whatsoever. Pianos are
harmonically rich instruments and really come alive in the environment they are
played in. As this is a synthetic piano sound taken from a Roland XV 5080 sound
15
Chapter1:Reverb
module and stripped of all effects including reverb and chorus it comes across as
really thin and fake. Bearing in mind most piano lines are recorded with multi
mics in a specific room/chamber it will be an interesting challenge to bring life to
this staid piano sound.
piano [Link]
By applying a small pre delay (15 ms), a 50% density value, a reverb
time/decay of around 4 sec and no HF damping the piano comes across as more
lively and richer. It doesnt sound lifeless and up front in the face but has a
smoother and more dynamic quality. To be honest the TSAR-1 has been
designed to be more dynamic and interesting than simple flat lined reverb vsts.
piano rich and [Link]
This piano sounds a lot richer and ambient and you would be surprised to find
out that only two parameters have been adjusted and neither one is decay time
which seems to be what is adding the ambiance. Density has been brought right
down so as to make the reverb sound more spacious. Diffusion has been kept
high, much as before, to allow for a bigger sound. But most important is the pre
delay and that has been increased to 45 ms. The simple combination of
adjusting the density and pre delay have given a more ambient and spacious
effect to the lifeless piano line.
piano backdrop [Link]
This effect is particularly lovely and took little time to create as the algorithmic
stereo reverb vst (TSAR-1), as opposed to an IR, is designed well and aimed for
richness and movement as opposed to a static reverb that simply denotes space
by imprinting the effect over the dry signal. Its a little akin to a minimum phase
designed EQ that imparts colour onto the sound whilst performing the usual
cut/boost of frequencies.
The settings I used to create this texture are as follows: pre delay of 27 ms,
decay of 7.5 secs, density at about 50% and a HF cut at 3 kHz. The idea with
this ambient effect is to allow a soft warmer decay that seems to roll away in the
background whilst adding a little density to afford a thicker texture as opposed
to a wispy one. The longer pre delay allows for the individual piano notes to be
heard in isolation and then affected. The use of a sensible pre delay allows
sounds to be isolated from the effect otherwise it can smear or mush a sound if
the reverb sits directly on top. Because of the size and timing variations applied
the reverb not only sounds warm and ambient but also gives a sense of width
and depth, the effect hangs in the air without exhausting the listener with acres
of high frequency content.
Using reverb on low frequency sounds is always a problem as low frequencies
dont translate across well due to the nature of the way reverb works. Mush,
16
Chapter1:Reverb
wooliness, smearing and such like terms are often used when reverb is applied
to low frequency sounds. This applies not just to percussive sounds like kick
drums but also any sound that contains low energy/frequencies. There are better
ways of dealing with sounds like these and they usually entail using chorus,
delay and so on. We will come onto these later in the book. But for the sake of
maintaining continuity let us wade through some low frequency examples. There
are, of course, ways around the mush problem and I will cover a couple of the
more tried and trusted techniques.
Let us start with a standard synthetic sub bass, a drum beat and a kick drum. I
will also show how to use reverb creatively to attain a new texture and feel for a
sound, particularly the drum beat.
bass [Link]
big [Link]
I chose these particular low frequency audio files because they represent a good
selection of frequency ranges, from the low sub bass to the drum beat which
incorporates mid and high range sounds (snare, clap etc).
Let us start with the bass file. The bass is in mono, as most bases are, but I
have created two versions of the render. The first is a mono reverb and the
second is a stereo reverb.
17
Chapter1:Reverb
18
Chapter1:Reverb
further between the pre delay and early reflections. This can make for some
serious audio warping plus the fact that you can custom design the space and
reflective surface qualities even further.
19
Chapter1:Reverb
The settings I created are pretty standard but what I really pushed to the limit
was the pre delay (250 ms) and the zero diffusion. This gave the sound the
weird flange type of effect with some apparent delay that gave it the off time
feel. I played around a little with the ERs just to tighten up the overall sound.
Never be put off by experimenting with crazy and extreme settings, no matter
how against the rules it is.
The next example is something that can be used to layer either the same beat or
another beat. It is purely creative and just plain fun.
drum beat1 [Link]
20
Chapter1:Reverb
I have deliberately kept the mix completely wet, i.e. no dry signal mixed in with
the reverb. Decay time is 0.5 secs and diffusion is at 10% but the real changes
have taken place at the LF and HF damping (low cut and high cut).
A lot of reverb units will allow for LF damping as well although old standards
generally had HF damping. The idea of damping is not just about taking the
edge off some metallic sound reverb tails, or smoothing out or adding to
frequencies, but about simulating the solidity or reflective and absorption
qualities of a space.
Of course, using density and diffusion will get you the results you need but
damping is crucial when it comes to controlling the actual perception of the
space you are trying to emulate. Caverns and open spaces will exhibit different
types of frequency reflections. A big but closed cave will have a completely
different texture to a same sized and shaped space with wooden walls etc. A
stone surface will have different reflective qualities to a soft sanded brick
surface. A bare room of walls, floor and ceiling will exhibit different reflective
qualities to the same room that has carpet, curtains and furniture. It is not
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Chapter1:Reverb
simply about distance and direction of the reflections but about the absorptive
qualities of the reflecting surfaces.
The added advantage of having these filtering options is that we can colour
sound into a new sonic texture. We will end with the kick examples only so that
you can judge what a difference reverb makes to the low frequency content
representation.
big kick1 low [Link]
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The TSAR-1 comes back into action for this example. A zero pre delay followed
by 0.58 sec decay with a very small wet/dry mix (14 %) has resulted in a sound
that lacks direct focus and low energy. It is still quite good but the overall sound,
although bigger, is a little weaker and warmer than the cut of the original.
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If you look at the settings I have created you will see that the action takes place
with a completely wet signal being filtered with no diffusion. I will let you check
the input values and feel free to experiment and enjoy yourself. The wide rumble
effect is not a difficult one to create but it is an educational one as it displays
how sound can be manipulated simply by using reflections and filtering as tools.
We will come to using reverbs for creative uses in more detail but now is a good
time to explore some of the different types of reverbs and how to use them. We
will stay with the same audio files as they cover a decent range of frequencies
that we can process.
Plate Reverb
Putting natural reverb aside (mic recording ambiance in a space) most of the
classic tracks of the 1960s onwards used plate and spring reverbs.
A plate reverb was a solid construction of a sheet of metal that was suspended
within an enclosure and held together by springs or clamps and only at the
corners. The idea being that the sheet is allowed to vibrate. A transducer, much
like a speaker driver, was used to direct energy and generate vibrations. These
vibrations were then picked up by mics (microphones), or pickup transducers,
attached to specific parts of the sheet (plate). In the early days a single mic was
used for mono and later 2 mics were used for stereo.
A damping pad would be used to adjust reverb time, the closer the pad the
shorter the reverb time. These reverbs were big (1 meter square and above for
the sheets) and had to be constructed into a solid sound proofed framework. The
reflections travel faster and build up quicker due to the shape and construction
of the sheet and therefore exhibit a denser and brighter sound that has become
synonymous with plates. There is so much energy created by the nature of the
sheet process that the early reflections are so dense that they are almost
inaudible, or rather indistinguishable, and because the decay is long and smooth
(the sheet denotes the time variances here) they are very specific in the type of
colour they impart onto the dry signal. A physical metal sheet will always allow
sound to travel faster than if it were travelling through air and this accounted for
one of its unique qualities: reflections.
The construction of such a device is not easy. Although the actual construction
only requires some elbow grease it is the construction and calibration of the
sheet (thickness, tension mounting etc) that is complex. Taming the sheet is
another issue as metal that vibrates can ring. However, nowadays we are spoilt
for choice with the multitude of reverb plate presets in software reverbs. But, as
in most cases, they are only emulations and only a few truly capture the sound
of this very specific type of reverb.
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The first audio example features the same piano file we used earlier. I will treat
it with the classic EMT 140 plate reverb although I am using the software
emulation of it.
piano [Link]
The density of the reverb is very obvious with almost no pre delay being evident.
It is smooth and has a nice decay to it but due to its density a little bit of
equalisation would help to sculpt the reverb a little better.
piano long [Link]
This is a standard long plate with the mix set at about 40%. Again, dense and
smooth but no specific clarity.
sound effects flat [Link]
A lovely smooth long decay where the density works in our favour. The
brightness and wispiness of the reverb added to the density affords a rich tone.
sound effects short vocal [Link]
Even though the decay is shorter and the plate itself is smaller the warmth and
smoothness of the reverb is still evident. The brightness comes through as a
wisp of air above the dense decay.
drum beat1 drum [Link]
The drums come through as both bright and dense. This is a classic example of a
drum plate.
Most plate reverbs require additional processing to sculpt the effect according to
the source material. Because a plate is built without any frequency dampening,
this needs to be applied to get the best out of this effect. Eq works a treat to
shape the effect and the final example uses the kick sample and a short drum
plate with additional frequency damping.
big kick1 short drum [Link]
The kick sounds airy and with taming of both low and high frequencies a balance
is found between total mush and total metallic resonances. This, although a little
metallic and airy, is not too bad and goes to show how a plate reverb can affect
various frequencies. As I never use reverbs for kick drum samples I find that the
plate reverb can have some useful tasks to perform in a kit building context.
Let us have a look at another exciting form of reverb: Spring Reverb
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Spring Reverb
Not too different to the plate reverb, but instead of a metal sheet a metal spring
coil is used and this is not fixed as rigidly as the plate. A transducer feeds the
signal into the coil and a pickup is used to collect the output as the coil reflects
and vibrates. Due to its nature the spring reverb can be quite metallic and dense
as it behaves similarly to the plate reverb when it comes to the processing of
early reflections. A single transducer and pickup means the spring acts in mono
but running two springs together would create a stereo effect and each side of
the channel could be treated separately thus accounting for some interesting
stereo effects. The spring can also be pushed to create a twang type of effect if
the input is driven heavily and this accounts for one of the characteristics of the
reverb and because of this it is still being used by guitarists. The tension of the
spring/s can be adjusted to create different effects and the springs can also be
shaken or rocked which allows the springs to collide creating huge and
thunderous effects. It was not uncommon to use up to three springs.
The sound of the spring reverb is quite distinct and the following examples
should reflect this colour even when used conservatively. Probably the best
spring reverb emulation plugin I have used that is sensibly priced is the Softube
Spring Reverb. This vst allows for using up to three springs, adjusting the
tensions, the ability to shake the springs and additional control over bass and
treble.
This vst is exquisitely simple. It has a dry/wet mix, a basic bass and treble EQ, a
selector switch that can toggle between 1-3 springs, a tension function for the
springs and the shake function was discussed earlier.
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One of the best sound sources to use the spring reverb on is a clean electric
guitar line.
clean tele [Link]
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It is fair to say that specifically designed reverb units will colour sound in a very
unique way and it is these qualities that are used when reverb is not required for
the standard transparent space requirements. Plates and springs have very
unique characteristics that package them in the colour and design arsenal of
effects processing. Of course, they have been used extensively in the past as
standard reverb effects within a production and you only have to look back at
songs from the early years prior, to the introduction of digital reverbs, to hear
them in full action. Limiting yourself to standard reverb effects is depriving you
of technology, however old, that can really add new sonic flavours and colour to
sounds and mixes.
Although there are many types of reverb designs in the market the final two I
will concentrate on are reverb chambers and impulse responses.
Reverb Chamber
These are simply rooms that are designed with specific acoustics in mind and, in
some cases; the room dimensions can be altered. The concept is quite simple:
design a room where you have control over the reflections and adjust the rooms
dimensions to attain different reverb values; record within this room by using
multi microphones positioned in different places to attain different textures.
There are still studios that have dedicated chambers that have afforded a
specific colour to a recording and are therefore still in demand by recording
artistes and producers. Some reverb chambers were very specific, an example
being plate reverb chambers that were designed to house large plate reverbs
and the room was used to further shape the reverb information. In fact, it didnt
end there; some rooms were built as trapezoidal with the speakers being placed
against one wall and the microphones were placed against an opposing wall. This
allowed for some very creative reverb responses and the shape was designed to
abate standing waves.
Nowadays we emulate these spaces by recording in rooms with specific
microphones so as to capture the rooms ambiance. In other words, the room
acts as the environment for the natural ambiance/reverb captured by the
microphones. This is a basic and simple version of a designed chamber. I have
worked in studios in the past whereby the chambers had adjustable screens that
acted as portable walls. These screens were designed with control of reflections
in mind and could be moved to create new reflective results thus allowing for an
almost infinite number of room designs and modes.
Of course, not everyone can have a dedicated reverb chamber at their disposal
so multi micing (using more than one microphone) and recording in specific
rooms and locations is the best and most affordable way to capture a rooms
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natural response, and this has now become common practise and to some
degree preferred over using conventional reverbs. But this in itself can cause
problems for those on a budget with limited access to different rooms and multi
microphones of different designs and quality. And for this reason alone the best
way to capture a rooms response, or to have access to different reverb types
and designs, is with the use of impulse responses (IR).
Impulse Response
Other relevant terms used to describe IRs are convolution or sampling reverbs.
The idea is to capture the response of an acoustic space and to playback the
response using a convolution playback device, be it software or hardware,
although nowadays the software playback devices are more commonly used. The
basic principle is to record a test signal, a swept sine wave signal is the most
commonly used test tone, and to convert the captured signal into an impulse
response which is then loaded into the playback device and played back as an
effect. You are not limited to just reverb effects but IRs can be created of mic
pres, compressors, amps, tape and so on.
This not only allows you to have access to different types of effects but also the
different characteristics of varying much sought after hardware/software units. I
have IRs of some notable and sought after units that I could not afford to buy or
source. It is an extremely cheap and easy way to access and use just about any
piece of equipment that can be used to act as a medium for the test signal. Play
the signal through a nice boutique piece of gear, record the output and then
convert to an IR to use in a playback device: simple and yet so effective.
I find using IRs are a much better option for creating real spaces than standard
reverb plug-ins although nowadays some reverb plug-ins have made a lot of
headway and are very usable. You can get as creative as you want with IRs. I
have created manic IRs by running a test signal through a hi hat triggered gate,
or through a plastic pipe and so on. If it can act as a medium for a test signal
then it can be recorded and used as an IR.
There are many convolution playback devices available and one or two are free.
There are also a number of sources, some free, for IRs available on the internet.
Basically, this allows you to have access to many IRs of varying sources at no or
very little cost.
I prefer to use IRs for real spaces than standard reverb plug-ins simple because
the real space captures sound more natural than algorithmically generated
responses. There are, of course, certain limitations with using IRs; IRs are static
responses, in other words they are a capture of an instance of a recording and
are therefore simply the equivalent of a single frame of film. Additionally, some
playback devices afford no editing of the IR which limits it to be used as is.
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Finally, your computers cpu overhead is directly related to the length of the IR
as the computer has to calculate the incoming audio in real-time. However,
nowadays we have very powerful computers that can handle many simultaneous
instances of IRs and playback devices have advanced tremendously to include all
sorts of editing features that allow the IRs to be manipulated extensively.
In the next few examples I will use IRs to create both natural spaces and crazy
effects. This will hopefully convince you how useful and creative IRs can be. I
will use standard free IRs I have collected from the internet and some IRs
(Galactic Textures) that I created that are available from my website.
drum beat2 [Link]
I am using Voxengo Pristine Player as the convolution playback device and have
loaded one of my IRs from the Galactic Textures pack. I have made sure that
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the player only plays back the wet signal and does not mix it with the original
dry signal. This will allow you to hear the wet effect and you can mix to taste.
The IR is displayed as a graph and you can see that there are a number of
editing features available to further shape the IR. I have kept everything as is.
The graph beautifully displays the shape of the impulse and this gives the user
an idea as to the type of response and colour imparted onto the audio.
The result is dramatically different to the original drum beat.
drum beat2 [Link]
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The next step is to reverse the sample and bounce it to a new track.
experiment with reverb ghost [Link]
Once you have bounced the audio track to a new track you would then need to
reverse it again.
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The file is obviously longer as it now has the reverb imprinted on it.
experiment with reverb ghost [Link]
You are not limited in any shape or form as you can use any type of reverb with
any settings that appeal to you. As this is a creative process the only limits are
those of your imagination.
Once you have the reverb aspect of a sound sorted out there are many things
you can apply to the reverb itself such as gating the reverb (an 80s favourite
snare trick), compressing the reverb to change both timing information and
colour, using filters to shape the texture/colour, automation and so on. However,
for this chapter I am only concerned with using reverb as is so as to change both
the colour and perception of a sound.
The following two examples entail using a standard kick drum sample and
applying reverb to change the sound entirely so it sounds more like a tom burst.
deep kick [Link]
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synonymous with the 80s music but was used as early as the 70s. Basically, the
idea was to control the reverb shape and time by using the noise gate to open
and close when desired. Most of todays vst reverbs will have a gate function
built-in or will have parameters that will emulate the gate effect.
Lets run through a few simple examples using a rim snare sample and Rob
Papens RP Verb, which is a nice and detailed reverb vst, and Softubes Tsar-1
reverb vst with a gate after the reverb.
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You can see that the chainer has two effects in series (just below untitled) and
that the first effect is the reverb and the second effect is the gate.
I have selected a 0 attack, a short hold and a very short release. I have tamed
the reverb passing through with the HF roll-off. The shape in the display denotes
how the gate opens, holds for a predetermined time and closes. The opening of
the gate is immediate and the shutting is abrupt.
rim snare traditional [Link]
The effect you hear is a standard gated reverb effect and I am sure you have
heard it before. It is actually going through a revival at the moment and more
and more producers are becoming aware of its merits and uses. As I said before,
more and more reverb vsts now come with built-in gates or emulations of the
gate effect, and good examples of these are the RP Verb and the Tsar-1.
Using the same rim snare sample and processing it using the RP Verb we can get
a pretty good gated reverb effect.
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Voxengo Pristine Space has some decent editing features and for this example I
have adjusted the IRs length and altered the pre delay to allow the piano note
attacks to come through a little better. I have also mixed the dry with the wet
signal to allow for a more natural effect.
piano voxengo [Link]
The IR is a long and lush response and this marries nicely to the timing of the
notes affording a sweet and lush reverb.
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specific sound design colour to certain parts of the song.
However, for this particular example I am only going to use a main reverb to
add some life and space to an existing dry and uninteresting mix.
smile mix [Link]
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dynamics. The ideal situation is to work from auxiliaries with varying amounts
for each sound as opposed to slapping a master reverb across the stereo bus.
However, for the purposes of this tutorial it explains nicely how and what
happens to a mix when specific reverb parameters are played with.
Finally, I would like to touch on the most important, and now very commonly
used, form of reverb: natural ambiance.
Natural Ambiance
Natural ambiance is attained by recording a sound in the environment itself, as
opposed to using artificial reverbs, and using the recorded room sound with the
original dry sound. The most common approach of attaining this is to record the
sound with multi microphones and specifically with overhead microphones placed
at a distance from the dry source.
The overhead microphones capture the ambient sound of the recording along
with the microphone/s that is placed far closer to the source dry sound. This
process is not limited to room sounds but can be used in any environment be it
indoors or outdoors. It can also be used completely as a wet signal, in other
words, recorded with the environments ambiance and used exactly as is with no
layering with the dry sound. The best way to explain this process is with an
example.
I will create a three way recording using a condenser microphone positioned
directly at source (vocal recording) with two condenser microphones (mono)
spaced above the sound and at an equal distance so as to capture the overhead
recording in stereo (or rather, dual mono). The following three audio files
represent the centre and direct recording in mono (voice centre), the overhead
stereo recording with the two microphones (voice overheads) and the final
render of all three files (voice main). The final render includes the mono centre
voice recording mixed with the stereo voice overhead recording.
voice [Link]
Recorded in mono using an AT 4033a with no pop shield. The idea is to record as
naturally as possible for these tests. A pop shield would have helped greatly with
plosives etc but I stayed away from using one so you can use the audio files as
you please. This sounds quite focused and lacks space and width.
voice [Link]
Recorded using Sontronics STC-1s. These are small mono condensers and
spaced equally apart at 6 inches and 6 inches above the source (my voice). Each
recording was a mono audio file later panned when mixed. These sound wider
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and more spacious than the centre recording.
voice [Link]
A combination of the centre recording (AT 4033a mono) and the overheads
(STC-1s dual mono), mixed. This sounds wider, deeper and fuller than the
individual recordings.
Let us end the ambiance recordings with a set of keys being rattled left to right.
keys [Link]
This process is exactly the same as the voice ambient recording and the centre
recording is focused with no movement.
keys [Link]
Recorded with the STC-1s panned left and right at the mix stage. I did this so
that the drastic pans could be heard. Once layered with the centre recording it
will sound fuller and wider.
keys [Link]
Containing the mono centre recording, the individual mono recordings panned
and mixed to stereo and then mixed by adjusting the centre gain to allow for a
wide and dynamic recording.
Of course, the above ambient recordings can be achieved using reverb,
automated panning and so on but to me nothing really compares to natural
ambient recordings of the environment mixed with the direct source.
More and more producers are opting for ambient recording rather than using
reverb simply because recording a sound in its, or a specific, environment
sounds far more pleasing and natural. I regularly layer my direct recordings with
ambient takes of the same sound using overheads and then I mix to taste. In
fact, this is the one of the main reasons why impulse responses were created in
the first place.
The subject of reverb and how to use it is a vast one and it helps to try to
envisage the reverb as something more than simple data. Some people are
gifted with seeing music in colours (Synaesthesia), I, sadly, do not possess this
gift. However, I try to attach images to the sounds or frequencies I hear. I then
try to form an image based on the texture of what I am hearing. In terms of
reverb I use every day images to try to understand what the effect I am hearing
is doing.
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Wispy translucent clouds denote transparent reverb, dark foreboding storm
clouds denote a thick and dark reverb, nebulae in space with lots of colours and
a wide spread denote coloured and uncontrolled reverbs and so on. If you can
attach an image to a sound then you will have an easier task of shaping and
representing that sound.
Reverb is not just about space, so try to experiment as much as you can and
you will be surprised as to what can be achieved!
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Chapter 2 Modulators
Now is a good time to touch on the subject of modulators as they become
integral when dealing with specific time based effects.
There are many technical definitions of what a modulator is but the only
definition we are concerned with is in the context of sound design and
production.
A modulator is a device that controls the parameters of another device. The
modulator is called the source and the device being modulated is called the
destination. A good and simple example of a source modulator is the pitch
wheel on a keyboard and in this instance the destination is pitch. In other words,
the pitch wheel when moved alters the pitch of the sound being played.
LFOs are often used as source modulators as they can have varying shapes and
can be both cyclic and random and they can modulate (control) a whole host of
destinations. An LFO is a low frequency oscillator and it oscillates at a far
lower frequency than a traditional oscillator (usually at around 10 Hz). This
means that it is not heard like a traditional oscillator but still cycles like one and
is therefore a great source modulator.
In the next few examples I will use different types of LFOs to modulate different
destinations so that you can see and hear how they behave. I will use a simple
synthesizer vsti, Strobe by FXPansion, as it has a nice display that shows the
shape of the selected LFO waveform and provides simple destinations to play
with.
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The LFO section is on the left and a sine wave shape has been selected and
assigned to modulate the pitch of the saw oscillator. The display in the middle
shows the LFO selected waveform shape and labels it as such just below the
display.
strobe lfo sine [Link]
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the filter cut-off or just about anything that can be modulated. I will cover these
particular examples as they will become relevant in later chapters.
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The second image shows how the sine shaped LFO behaves when modulating
pan and this can be seen by the alternating wave shapes on both channels from
left to right.
Using the same LFO shape we can now modulate the filter cut-off.
The shape of the LFO modulating the filter cut-off is clearly defined in the image
above. It is always helpful to both hear and see what a process does.
We can also assign the LFO to modulate the filter resonance.
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makes the sound pan to the right. The left channel displays the lower velocity
values which make the sound pan to the left.
In the next example we will use velocity to control pitch.
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Chapter3:Delay
Chapter 3 Delay
Delay is actually very simple to understand. The process entails taking an audio
signal, holding it in temporary memory, and then playing it back after a certain
time.
The earliest form of delay involved using tape loops that would record and play
back the signal. A signal was fed through the tape via the record head and a
series of playback heads provided the delays. The length of tape, tape speed and
switching the head positions determined the delay time. Additionally, the
delayed signal could then be fed back into the record heads to create further
delays and decays. Complex delay times could be formed by adjusting the
distances between the playback heads.
Tape delays have been around for a long time and are still used today. Famous
makes included the Watkins Copicat, Roland Space Echo (RE201), Echoplex and
so on.
The beauty of analogue delays, as opposed to their digital counterparts, is that
the delays come across as more distant and spatial as they are less distinct and
coloured. Digital delays are far more precise and clinical but some have specific
parameters that emulate tape delay.
Control over the delays affords numerous different effects. Echo, which is a very
short delay of less than one second, is a common effect but doubling, flanging,
phasing, chorus and dub delay, are also very common. The dub delay effect is
achieved by feeding the output of the delay back into the input and if enough of
the output is fed back into the delay unit the delay will start to self oscillate thus
creating the famous dub delay. This is called feedback.
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Modulation, a varying of the delay time over a particular range is another key
parameter of time based delays. By assigning minimum and maximum values,
the delay time will sweep between the two and create a moving delay as the
times vary over the set range.
You can also tap a delay time into some of the more modern delay units. This
can create some unique time delays and allows the user more control over the
time. Different amounts of time delays give different effects.
Today, we are afforded delay units with vast amounts of control from the pre
delay all the way to panning and retiming of the delays along with EQ and filter
sections.
However, the use of delay doesnt end with simple repetitions of the dry signal.
Delays have been the preferred choice for creating space and width in a mix.
Stereo width can be achieved by simply delaying one channel of the stereo file.
Vocals can be both spread and thickened by using delays. Drum beats can be
livened up and shaped to produce a shuffle effect by simple use of delays and a
lot of todays delay units, software and hardware, allow for tap tempos, a
function that allows the user to tap their own delay times into the unit.
For me, delays are one of the most, if not the most, potent of all the effects
available as so many other effects can be achieved simply by altering the base
parameters of the delay unit. As with reverb timing is everything.
Let us start with some very simple examples and a basic principle in timing.
Creating Stereo Width
To create stereo width using either a mono file or a stereo file that has the same
information on both channels involves changing the timing information of one of
the channels. By having a tiny offset on one channel the brain and ears perceive
the sound as wide. This happens because the brain has to decipher the timing
variances of both channels, in other words, one channel is heard fractionally
before the other and therefore the brain conceives and treats both channels as
one source. If one channel is offset against the other by too high a value then
the brain treats the overall sound as two signals. This all comes down to timing
and choosing the right offset value.
The first example entails using:
experiment with [Link]
This file is actually a mono recording presented as two mono channels summing
as a stereo file. Basically, the same information is repeated on both channels
and therefore a stereo output is created but is not what we call a true stereo file,
meaning that it has not been recorded in stereo using two mics and both
channels carry identical information.
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As you can see, both channels carry identical information. In terms of listening
to this file you would hear no difference between the mono and stereo versions.
I have converted this mono file into stereo because I need both channels active
so I can alter the timing information of one channel and play the two together.
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This process leads us nicely into the next effect: doubling. This process is a nice
way to thicken sounds and basically you have to apply enough offset, or delay,
to hear the sound as a doubled effect.
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Using the Ohm Force Ohm Boyz delay effect plug-in I am able to create a delay
on the second Tap whilst leaving the first Tap at 0. This is the same as offsetting
one of the stereo channels even though the Tap pre delays are not actual
channels. Tap 1 refers to the first pre delay and Tap 2 to the second pre delay,
also known as repeats. By having two varying Tap times there is an audible
difference between the two pre delays, and this acts as a stereo spread. I have
also panned each Tap to opposing sides so as to create a wider stereo image.
experiment with reverb ohm boys [Link]
Using only pre delays we are able to have the timing variances. This can also be
done with two channels of reverbs at varying pre delays or by using a standard
stereo delay effect which is covered in the next example.
In the above example I am only using one Tap (pre delay) but two delay lines
(left and right stereo). By varying the delay on line 2 I am able to create the
same channel offset which gives us the thick doubled sound but I have kept
away from extreme timing variances and pans.
experiment with ohm [Link]
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Ohm Forces Ohm Boyz affords a lot of extra features and detailed control over
all aspects of the delayed signal including some very usable filters and effects.
We can use delays to create some interesting rhythms with drum beats. By
varying the delay times, feedback and syncing the pre delays to a tempo we can
generate standard or crazy effects. Some delay units have LFOs (low frequency
oscillators) that can be assigned to control the movement of the delays and
pans.
Ohm Boyz is one such effect incorporating both LFOs as source modulators and
additional effects like distortion. An LFO is simply an oscillator that runs below
the hearing range (in the old analogue days they ran at around 10 Hz) and is
used to modulate a destination by oscillating the destination parameter around a
central value. I will run through a few examples of this and more using the audio
file:
drum beat4 [Link]
This drum beat runs at 120 bpm and this is an important piece of information to
have when using delays as delays can be crafter around the tempo of a piece.
When in arrange mode in your DAW you can sync the delay unit to tempo and
have the host control the sync values. The following is a standard time delay
using 120 bpm as the master tempo.
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drum beat2 mangled
Delay is also very useful on single hits like a kick drum or snare.
big [Link]
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of colour to a sound. Using the same kick sample and working with the following
settings we can achieve an alternating panned sound that can lend itself to
interesting sound design work.
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piano [Link]
Using a single delay line and only one Tap we can get really creative. The trick
here is the timing of the LFO (period) and how it oscillates. Keeping the Tap at
division and the delay line also at division but changing the period of the
LFO to 1 to modulate the filter frequency and the period of the second LFO to
a whole beat division to control the resonance we can emulate the wah-wah type
of effect.
It doesnt end there either. We can emulate a reversed effect by adjusting the
gains of the Taps and delay and using tiny timing variances to fool the mind into
thinking the effect is actually reversed. This is called pseudo reverse. In the
next few examples I will create a reverse effect using division timing variances
and in the second example I will hone the settings a little more to create a more
musical effect that seems to be pseudo stereo but also moves dynamically.
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Chapter4:Chorus
Chapter 4 Chorus
With effects such as chorus, flanging, phasing and vibrato pitch modulation is
used along with delay. With chorus, which we will concentrate on for this
chapter, an equal mix of the wet and dry signal is used with the wet signal being
delayed and pitch modulated. The pitch is modulated using an LFO as the source
and both the depth and rate are used to create varying colours or textures of
the effect. The modulation depth is defined as intensity which is the range
between the maximum and minimum values. The rate determines the speed at
which these maximum to minimum shifts occur.
Too much depth when using chorus can sound as if the output is detuned
whereas too little depth can make it sound less and less pronounced. Rate can
have a dramatic effect on the chorus as slow rates create a more undulating and
smoother effect whereas fast rates will create a speeded up wobble effect.
The relationship between rate and depth is very important and it is about finding
a good balance between the two when processing sounds. The modulator shape
is also critical as the shape denotes the periodic (unless chosen otherwise)
cycling of the modulation destination. A sine wave shape will give a smoother
cyclic effect, and is the most common LFO shape for chorus and flanging, as
opposed to a square or pulse waveform which will have an extremely distinct
effect as it cyclically switches between two delay times.
Whereas flanging will take the output and feed it back into the input (feedback)
chorus does not adopt this process creating a far more subtle shimmering effect.
We will cover flanging in another chapter.
Chorus is often used on guitars, basses (mainly acoustic) and keyboard sounds
like electric pianos and so on. Although chorus can thicken and widen a sound it
can also push it into the background, so you need to be wary of the rate and
depth of modulation particularly when using it for these purposes as opposed to
using it for a specific colour. For this reason alone we rarely use chorus on
vocals although it can be used to thicken specific backing vocals, but to be
honest, double tracking, reverb and delay are better options.
Stereo chorus is even more interesting and dynamic and works by inverting the
polarity of the delayed signal and combining it with the dry signal in one channel
whilst keeping the polarity the same for the delayed and dry signals in the other
channel. The result is interesting in that one channel will have frequency peaks
whereas the other channel will have frequency dips.
Let us start with some basic examples of applying chorus and a good one to our
teeth into is an acoustic bass. First, I will use a delay plug-in and use the LFOs
to modulate the delay times which creates a sweeping up and down effect in
pitch.
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keys [Link]
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By moving the other sine wave by 180 degrees (inverting), which is halfway
along the cycle, we are able to see what happens when they are summed. This
waveform is now 180 degrees out of phase. That means it has moved 180
degrees (upside down or inverted). In other words the peaks of the cycle
coincide identically with the troughs of the other cycle. If I now sum these two
channels to one mono output I should get silence (cancel out). This is called
total phase cancellation.
Once the channels are summed you get the following; total phase cancellation.
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wave shape, normal phase but at 180 degrees I am able to create the well
known but heavy flange effect.
Finally, let us use the Kjaerhus Flanger to create a dynamic flange effect over
time.
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pad [Link]
Using 10 stages, very little feedback and low rate we can emulate movement
across the pad sound simply by altering the phase of the stages and processing
the phase relationships.
We can also move the effect across the stereo field by selecting the right
frequencies, notches and modulating using the LFO and in this instance set to a
triangle shape waveform. By using fewer stages the sound is not as dense and
evolving and comes across as far more subtle.
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and their intervals is to study the next two images which show the pad sound
dry and affected with the settings above.
pad dry waveform
The notches and intervals are clearly visible in the wobble waveform. Of course,
this isnt just about the notches but also how the phase is displayed with specific
frequencies getting cancelled. The frequency response is very different to the
dry version.
Now we can start to have some fun using a keyboard sound:
electric keys [Link]
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tele 2 phased
A standard phasing effect that sounds more like tremolo than phasing. I am sure
you recognise this effect particularly from the earlier days when guitarists were
limited with the types of effects available to them. Low depth, no feedback but a
high rate and midway count of stages gives this distinct effect.
Flangers and phasers have many uses in both live and mix environments and
although I have a preference for phasers when it comes to washy types of
sounds or shimmering effects I do love to abuse the flanger for specific sound
design projects, but as with all effects and dynamics, experiment and abuse to
taste. However, both of these effects really come alive when used in conjunction
with other effects which we will cover in the final chapter.
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Chapter 6 Distortion
When we talk about distortion the image, invariably, conjured up is that of a
guitarist thrashing his guitar with acres of overdrive. In this chapter I am more
interested in covering harmonic and non harmonic distortion in subtle ways
using non linear systems rather than using a specific overdriven effect like guitar
distortion or a fuzz box etc.
In an analogue system overdriving is achieved by adding a lot of gain to a part
of the circuit path. This form of distortion is more commonly related to
overdriving a non linear device. But it doesnt end there as any form of alteration
made to audio being fed into a non linear device is regarded as distortion even
though the term is quite a loose one and not too helpful. The idea is to create
harmonic distortion and this is the area I want to explore in this chapter.
Harmonic distortion means that additional harmonics are added to the original
harmonics of the audio being fed. As all sound carries harmonic content, and this
is what defines its timbre, then it makes sense that any additional harmonics will
alter the sound quite dramatically. Harmonic distortion is musically related to the
original signal being treated and the sum of the added and original harmonics
make up the resultant harmonics. The level and relative amounts of the added
harmonics give the sound its character and for this we need to look at the two
main types of harmonic distortion: odd and even order harmonics. The exception
to this is digital distortion which sounds unpleasant and the reason for this is
that the digital distortion is not harmonically related to the original signal.
Harmonics are simply multiples of the fundamental frequency of a sound and the
addition of harmonics within a sound define the sound timbre and character.
Even order harmonics are even multiples of the source frequency (2, 4, 6, 8 etc)
and odd order harmonics (3, 5, 7, 9 etc) are multiples of the source frequency
(fundamental).
Even order harmonics (2, 4, 6 etc) tend to sound more musical and therefore
more natural and pleasing to the ear and higher levels of this can be used as the
ear still recognises the musical content. Odd order harmonics tend to sound a
little grittier, deeper and richer and higher levels of this cannot be used as
abundantly as even order harmonics as the ear recognises the non harmonic
content and it results in an unpleasant effect. But there are uses for both and
depending on how the harmonics are treated some wonderful results can be
achieved.
The following examples are very well represented using Christian Buddes free
Christortion plug-in. This plug-in simply excites the different harmonics of the
input signal and is a great tool for displaying the various processes whilst
providing an audio reference too.
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The idea is to have detailed control over the distortion by using the different
sliders for the harmonics. There are ten sliders. The first slider is a DC gain slider
and we wont be using that for now. The next slider controls the gain of the
fundamental frequency and the ensuing eight sliders control the gains of the
harmonics, and each slider has a phase invert function (switched on by using the
checkboxes). The GUI below the sliders displays the effect of the plug-in on a
sine wave and is used purely for referencing the shape. The graph in the
mountain on the right displays the harmonic shape and gain when a slider is
affected.
I will run through some simple examples using even and odd harmonics so you
can see and hear the differences. I will also include some mixed examples using
a combination of different harmonics. Where required I might phase invert as
this has a dramatic effect on the sound. I will start off by using the even and odd
harmonics without the fundamental so you can hear the dramatic differences
between them.
Let us start with:
electric keys [Link]
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Harmonic 1 odd
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Harmonics 1, 3 and 5 odd
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Harmonic 2 even
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well for re-amping is the Softube Vintage Amp Room which emulates various
amps and the re-recording of them.
clean tele [Link]
The beauty of the Vintage Amp plug-in is that the microphone can be moved to
create different re-amping textures as both distance and angles can be altered.
By using different types of speaker cabinets with different amps and mic
positions the choice of textures are endless.
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complex; the output is controlled by the power (via the power supply) that is
driven through the valve (grid) by the input signal. The higher the input signal
value the more power is driven through the valve via the power supply. This will
invariably account for variances, no matter how small, between the input and
output stage.
Tubes have always been associated with warmth because of this process but
dont let this fool you as some poorly designed systems work against you instead
of for you.
Generally, the most common valves used are triodes (12AX7) which are mainly
used for mic and line level gain stages, and pentodes which are mainly used for
amplifier stages. However, this is not set in stone as they can be alternated and
used in any system and is dependent on the topology design and application.
Triodes tend to produce both even and odd harmonics whereas pentodes tend to
produce odd harmonics. The choice of valve is important when dealing with
distortion as the harmonic content is reliant on the type used. Of course, the
design of both the circuit topology and powering comes into the equation but I
dont want this to be an epic journey into the world of electronics. I want to
simply explain the basic differences between the types of valves and how the
gain stages work as you will come across tube/valve selections in some vst plugins and it helps to know what you are dealing with and how the plug-in will
behave.
Suffice to say that running any audio into a gain stage device will create its own
character at the output stage and whether the choice comes down to using
valves, solid state etc is purely dependent on what works best. As this chapter is
about tube/valve I will stay with using valve emulation plug-ins and reserve solid
state for another day simply because we wont be using any solid state
processing. However, it is important to state that running audio through a solid
state device will add its own sonic character onto the output signal and this is
why it is common practice to run audio through pre amps and the like .
Running audio through valves can be a very subtle effect unless the valves are
driven.
Let us explore how valves behave when used both subtly and in anger.
Using the electric keys file let us run through a few examples of tube processing
using Nomad Factorys E-Tube/Tape Warmer plug-in.
electric keys [Link]
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frequencies and making sure to balance the input and output stages the bass
sound is now more fuzzy as it displays classic tube drive. It still sounds thick and
warm but has a lovely analogue colour to it.
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When driven hard tape responds with gentle distortion, and magnetic tape has
frequency dependent saturation. To understand what happens when driving into
analogue tape it helps to understand how tape behaves. Tape recording is
another non-linear process as there are so many factors governing the process
and result; record and playback heads, tape speed, tape width, tape qualities,
phase and high frequency bias and so on. In other words the process cannot be
linear with so many factors that contribute to both the process and result and
because of these; varying results are obtained even though all the necessary
record and playback criteria are met.
This, although sounding negative, can actually work in our favour and it is this
lack of linear response and inclusion of subtle inaccuracies that lends itself to the
desired process. Tape has the general characteristics of low frequency distortion
(harmonic) and irregular phase responses and if the signal is driven into the
magnetic tape then the dynamic range is compromised and the magnetic
saturation effect affects the high frequency content. The limit of analogue tape is
the saturation. Because tape is magnetic the more signal that is driven into the
system the more magnetization of the tapes magnetic content.
Driving beyond this limit means that the magnetic content, or magnetic
particles, are exhausted and therefore the reproduction of the driven signal
starts to exhibit the qualities stated above. When magnetic particles start to run
out saturation compression takes over as there arent enough magnetic particles
left to store a magnetic field. When the magnetic field in tape has not reached
the minimum threshold to be effective it is called hysteresis. Hysteresis can be
overcome by using Bias. Bias is the introduction of a high frequency, high
amplitude sine wave that is mixed in with the input signal prior to reaching the
record head. This then excites the magnetic particles to produce a stronger
magnetic field. If the magnetic field is too strong then not enough magnetic
particles are active in capturing the driven input signal and this results in
saturation. By altering the bias and hysteresis of tape we can affect different
playback and processing qualities and thus affect the saturation qualities.
Tape speed is another area that is critical in how sound is processed through the
record and playback heads. Controlling tape speed is a huge factor at the
playback stage as any variance will cause specific effects like wow and flutter.
Wow is a variation in pitch (caused by the playback process) over a very short
duration and rarely desirable but flutter, which is also a variation in pitch but
over a much shorter timeline, can be desirable. The flutter causes frequency
modulation which results in sidebands (if you modulate the frequency of one
signal with another the result will be a sum and difference of sidebands) which
are added to the original signal and these will be governed by the flutter rate.
The flutter effect is perceived as a thickness of the sound and therefore can be
very desirable.
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Lets start with some examples using another decent free plug-in called Ferox
which is a magnetic tape simulator.
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Chapter7:Filters
Chapter 7 Filters
When we think of filters we think of equalisation and how the two are so easily
interchanged and linked to each other. If anything, this direct relationship has
led to a lot of confusion. I have covered the subject of equalisation in one of my
other books Sound Equalisation Tips and Tricks so I do not want to explore how
equalisation works and where filters feature in its makeup. What I do want to
concentrate on is the synthesizer type of filter and how it has now become an
incredibly useful tool and one of my favourites sound manipulation tools. I will
cover the basic types of filters but will go into a great deal of detail when coming
to using them in working examples.
Let us briefly look at the terminology used and what they mean along with the
most basic filter types.
Cut-off frequency
This is the point (frequency) at which the filter begins to filter (block or cut out).
The filter will lower the volume of the frequencies above or below the cut-off
frequency depending on the type of filter used.
Attenuation
This lowering of the volume of the frequencies, is called Attenuation. In the
case of a low-pass filter, the frequencies above the cut-off are attenuated. In the
case of a hi-pass filter, the frequencies below the cut-off are attenuated.
Resonance
Boosting the narrow band of frequencies at the cut-off point is called resonance.
Also known as Q and bandwidth, in effect, he higher the resonance, the
narrower the bandwidth.
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Q
Also known as width of the filter response, this is the centre frequency of
the bandwidth and is measured in Hz. Also know as bandwidth and resonance.
A high Q value denotes a narrow filter width (bandwidth). A low Q value denotes
a wide filter width (bandwidth).
This is actually a very important piece of information because with the Q control
alone you can make your audio sound high and brittle or warm and musical. This
does not mean that you must use low Q values all the time, in the hope of
attaining warmth, but you must understand what frequencies need filtering. If
your intent is to use EQ as a musical tool, then be aware of what the Q value can
do to audio. For creative EQ, this is a weapon often ignored.
Slope
The rate at which a high or low frequency EQ section reduces the level above or
below the cut-off frequency is termed as the Slope and the shape and
parameters are denoted as dB per octave and are usually: 6, 12, 18 or
24dB/octave. Slope also determines the characteristic of the filter and can range
from smooth to extreme (gentle to aggressive).
Pole
You will often come across the terms 2 pole or 4 pole. This refers to the number
of circuits filters used to attenuate the signal with each pole referring to a value
of 6db.
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Low pass filter
Hi pass filter
In the low-pass filter diagram the frequencies below the cut-off are allowed to
pass through whereas the frequencies above the cut-off are attenuated.
In the hi-pass filter diagram the frequencies below the cut-off are attenuated
and the frequencies above the cut-off are allowed to pass through.
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Band pass filter
This is a great filter. It attenuates frequencies below and above the cut-off and
leaves the frequencies at the cut-off. It is, in effect, a low-pass and a hi-pass
together. The great thing about this filter is that you can eliminate the lower and
higher frequencies and be left with a band of frequencies that you can then use
as either an effect, as in having that real mid-range type of old radio sound, or
use it for isolating a narrow band of frequencies in recordings that have too
much low and high-end.
Try this filter on synthesizer sounds and you will come up with some wacky
sounds. It really is a useful filter and if you can run more than one at a time,
and select different cut-offs for each one, then you will get even more
interesting results. Interestingly enough, band-pass filtering is used on formant
filters that you find on so many soft synths, plug-ins, synthesizers and samplers.
Notch Filter also know as Band Reject Filter
The inverse of a band-pass is the notch filter.
This is a very potent EQ/filter. It can home in on a single frequency band, and
cut/boost it. Used specifically for problem frequencies, the notch can be one of
the most useful filters. This is the exact opposite of the band-pass filter. It
allows frequencies below and above the cut-off and attenuates the frequencies
around the cut-off point.
In terms of the diagram shown for band-pass filtering, the area in between the
two arrows is rejected (cut out) as opposed to allowed to pass through and the
remaining frequencies below and above the cut-off are allowed to pass through.
This is the exact opposite of band-pass filtering.
In the early days of analogue synthesizers we were lucky we had a single lowpass filter and there was a good reason for this. The low-pass filter allowed the
fundamental frequency to pass through unless the filter was closed completely
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(cut-off taken down to 0). For this reason alone it was the most commonly used
filter.
For the purposes of this book we do not need to look beyond the filter types and
how they behave. However, as this book is about effects, we will explore how a
filter can be used as an effect as opposed to simply filtering frequencies and the
best way to do this is to use modulators to affect the varying filter parameters.
The most basic form of affecting a filter is to use an envelope to shape the
filters response. An envelope denotes a shape and the most common envelope
parameters are ADSR (attack, decay, sustain and release); please reference the
chapter for modulators for more information on ADSR. Using an envelope and
targeting the filter we can shape the behaviour of the filter over time. The
following example uses a simple ADSR to shape filter1.
Starting with a simple waveform from Strobe it is easy to demonstrate how the
filter opens using an ADSR (envelope) and in this case it is the mod env
(modulation envelope) much as we did in the chapter on modulation.
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using basic effects. Now, let us reshape the filter behaviour using the filter1
ADSR of a wonderful vsti called Albino made by Rob Papen.
A long attack value with a full decay and sustain and a midway release gives this
wonderful swelling effect. Because the attack starts later this means that the
filter opens up later. Using envelopes to shape filters is one of the most useful
ways of creating movement. We can also create the same effect opening and
then closing just by using the filter ADSR.
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completely use the filter1 ADSR envelope. We can take this a step further and
have the ADSR sweep the filter resonance as well as opening the filter.
The image above shows the settings for LFO1 using a triangle shaped LFO with a
peak frequency setting that will be achieved when the filter2 ADSR sweeps
through the frequencies by modulating the LFO rate.
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The filter 2 envelope (F2) shows a long attack value and the modulation matrix
on the right shows how the source and destinations have been assigned with
LFO1 controlling the filter1 panning but with the filter2 envelope controlling the
rate/speed of LFO1. The filter2 envelope gradually speeds up the LFO speed
which in turn speeds up the filter panning.
pink noise filt pan [Link]
With the next example I am going to load up one of the presets from my Dark to
Light sound bank I created for Albino. The filter pans are controlled by two
different LFOs and the filter resonance is controlled by velocity. Additionally, the
filter is set to a band pass and a mix of both the direct signal and filter1
envelope shape the filter response.
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Evolving pad layer1
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extreme and for the purposes of serious mangling I cannot think of a better vst
than Camel Audios Camel Phat3.
Lets go a little extreme here and use a source modulator, in this case a square
shaped LFO, to modulate the cut-off frequency of a low-pass filter.
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the use of LFOs to modulate oscillator pitch, filter cut-off and resonance, and a
single LFO used to control the rate/speed of another LFO. The result is a
dynamic sound effect.
I mentioned earlier that anything, within reason, could be used as a source
modulator and one of the most potent is an arpeggiator. An arpeggiator is the
equivalent of a sequence of notes, chords or modulator being played back at a
defined speed and division. Think of it as a short repeated sequence.
The following are a selection of arpeggiator pre3sets that have the arpeggiator
modulating filter cut-offs, resonances, pitch and so on. I wont list each and
every one but provide a screen shot of the mod matrix so you can ascertain
what is routed where. Never ignore the power of an arpeggiator as anything that
can be used as a source modulator that varies over time has to be a really useful
tool.
Here is a nice little scratch effect using only noise and a simple mod matrix
where two filters are used and two arpeggiators are routed to control the cutoffs of each at varying time divisions. Additionally, two LFOs are used to
modulate the filter pans.
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Vocoder
Vocoders have been around for a long time and there has now been a
resurgence of this effect/process. I was in two minds as to which chapter to put
the vocoder section in but came to the conclusion that as we are dealing with
filters we might as well go the whole way and include vocoders as an effect
within this chapter.
A vocoder allows the sound character of the source (modulator) to affect a
destination sound (carrier). In other words, the characteristics of one sound are
used to modulate the characteristics of another sound. The modulator is fed
through a bank of filters that analyse the response and frequency characteristics
and this in turn controls the level of carrier signal which is also fed through a
bank of filters (the level of signal going into each filter is controlled by the
modulator). The more filter bands the more control and definition over the
signal.
The classic case of using a vocoder is to use a voice (fed through a microphone)
to modulate the carrier which can be anything that has a nice sustained
character and pad sounds came top of the list. However, today we use vocoders
with varying modulators and carriers and create some of the most innovative
and interesting sounds.
For the next few examples I will use vocal samples and modulate them with
Midi. I would like to take this opportunity to thank Tanikye and GAM for use of a
variety of vocal lines sung by Tanikye.
tanikye vocals [Link]
A not too complex vocal line sung dry.
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Using Cubase SX3 as the DAW and routing the vocoder on the Midi output
channel and using it as an insert on the audio channel where the vocal sits we
can modulate the vocal line by using Midi; in this instance I am playing two
minor chords and have used the standard vocoder in Cubase set to play 7ths.
vocoder [Link]
Using the various filters and assigning specific parameters to further modulate
the carrier we can create really evolving sounds and textures. By using the
minor chords to modulate the carrier we can literally change the harmonic
content of the carrier.
We can also modulate the carrier using an audio file. We are not limited to just
trigger by Midi. I will use a drum beat to modulate a pad sound to create a
completely new texture, and one that I quite like as it has kept the vocal aspect
of the filters.
We will use the following two audio files:
vocoder drum beat 140 [Link]
vocoder pad 140 [Link]
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(mod matrix) up and then down and so on using its cyclic qualities. The pad
sound has now turned into a siren type of sound.
We can also pitch shift using an envelope. I will be using Sound Forges pitch
bending envelope generator to create a crazy envelope to manipulate the pitch
across 2 octaves (1 octave up and 1 octave down).
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the routing to pitch over 2 octaves) and because of the shape of the envelope
the pitch rise is gradual and fluid.
The next example uses an arpeggiator to control the main pitch of a sound.
albino dry [Link]
A drum sound created in Albino playing back a sequence. However, when we
assign the arpeggiator to control the main pitch and over 2 octaves down then
we get an interesting colour.
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Let us start with an edit of the Tanikye vocal and correct the odd tuning
problem.
tanikye vocal [Link]
Let us use Autotune to analyze the incoming pitch data and reference it to a C
Major scale.
Let me very briefly explain the front end of the GUI relevant to the ensuing
exercises. The input type selects the type of voice or instrument needing to be
processed and in this instance, as it is a female vocal, I have selected Soprano.
Tracking has been left at default. Key and scale are the referencing scales. If the
vocals were sung in A Minor then I would have selected A as the Key and Minor
as the scale.
However, as this particular Tanikye vocal is sung in C Major I have selected C as
the Key and Major as the Scale in the central area of the GUI. I can have the
Key as C and leave the Scale as chromatic and then define it further in the
central area or select it at source. Using it in the centre area allows me to
toggle between different settings. I have left the Vibrato area alone as we dont
need it for these exercises. Everything else has been left at default as the
current settings are good enough for the type of correction we need.
As Tanikyes vocals rarely waver off pitch these subtle settings are all we need to
correct certain notes etc. Currently, the Correction Mode is set to Auto.
However, we will now analyse and record the vocal and edit it in Graphical Mode.
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As you can see, the audio has now been analysed and recorded with the pitch
being tracked. The centre white area denotes the audio waveform and the little
squiggles denote the pitch information (zoomed in below). This area is the Pitch
Graph display with pitch being displayed by the vertical axis and time being
represented by the horizontal axis.
The next step is to import the Auto Correction mode settings from the front end
and this will show us what corrections Autotune has found.
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There are now two sets of line squiggles and one is the detected incoming pitch
data and the other is the corrected data that Autotune has provided through
the front end settings analysis.
Now that we have these two useful bits of information we can process them in a
number of ways available to us via the Tools section. I am not going to provide
Autotune tutorials here but rather delve in and explain how the tuning process is
accomplished and how we can manipulate the data to be either corrective or
creative.
Autotune has done its best to correct the audio but there are a few anomalies
that need manual tuning. By doing this ourselves it will allow you to see the
processes and power of this software as it is with manual tuning that we can
explore some crazy effects. This will be covered in the next chapter but for now
let us use it as a corrective tool.
Lets concentrate on the grey area I have highlighted as the first port of call for
correcting some wayward notes. I will use the Make Note tool and realign some
of the wayward notes to the nearest semitones as Autotune has
sharpened/flattened some notes too much.
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The boxes you see are areas I have selected to correct using the Make Note
tool. We can go along the audio file and make these types of corrections until we
are happy with the overall result.
tanikye vocal [Link]
The corrections are quite subtle but evident as they move along without too
many anomalies.
I will end with one more vocal correction and leave a note or two for you to play
with using a double tracked vocal.
tanikye vocal [Link]
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Time Stretching (compression/expansion)
Time stretching is the process used to alter the speed or length (duration) of an
audio file without altering its pitch; in effect, the opposite of pitch shifting. The
process involves adding or subtracting slices to make the audio length longer or
shorter. Time compression shortens the audio length and time stretching
lengthens it.
This is an extremely useful tool as it allows us to mix and match varying tempos
of audio files to the same tempo without having to alter their pitches and is one
of the favoured tools when creating mashups (where two songs are mixed
together to create a new remix). Of course, the better the algorithms used for
the process the better the time stretching result. Additionally, when we come to
the point whereby time stretching starts to break down as a process we start to
enter the realms of audio mangling.
Lets run through a few examples using Propellerheads Recycle which is a slicing
(chopping) tool that also has some really useful processing features of which
time stretching is one of the more notable ones. We will use a basic 80 BPM
drum beat.
bifta 80 bpm [Link]
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output BPM (in this case 140 BPM). The result is not too bad at all. Recycle is
actually quite good at time stretching and if you select the right global
parameters you can create new time based textures (we will cover these in the
next chapter). To show how well Recycle can time stretch lets go even further
with the time stretching and push the output BPM to 255 BPM which would break
down on most software.
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I mentioned earlier that some softwares cannot time stretch too well and
therefore you end up with anomalies. But what if we wanted to keep those
anomalies in the context of sound design? Or, what if we used extreme settings
to create some crazy effects?
Using tanikye [Link] and Cubase SX3s time stretching function we can go
wild with the settings and create some interesting new textures. For the
purposes of file sizes I will truncate the audio files so that you dont end up with
a huge file that drags on forever.
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filters in [Link]
The image above displays the oscillators used and the filters adopted in series. I
have duplicated the oscillators using identical settings but with oscillator 1
assigned to filter 1 and oscillator 2 assigned to filter 2. Filter 1 is using a lowpass filter at 24 dB slope and filter 2 is using a comb filter. The two oscillators
playing together are using filters 1 and 2 in parallel. In other words, filter 1 acts
separately to filter 2 and vice versa and both filtered sounds can be heard sitting
one on top of the other.
The following is the same setup but the filters are in series.
filters in [Link]
If you look at the top right hand section where the Amp parameters lie you will
see that I have routed filter 1 to filter 2 (F2). I have also routed oscillator 2 to
filter 1 (F1). The two oscillators now feed into filter 1 which in turn feeds into
filter 2. This is called in series. The filter settings of filter 1 shape the sound of
the two oscillators. This in turn is then filtered again by filter 2 using the result
of filter 1. This example is, of course, unexciting but it does show how the sound
changes when using filters in parallel and in series.
This time I will use the same oscillators and run them both parallel and in series.
I will alter the filter attack in the filter envelope so that filter 1 climbs to the filter
cut-off slowly. I will be using a low-pass filter for filter 1 and a comb filter for
filter 2.
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making sure not to clip. But in cases like this, or whenever I want to use a
specific process, I will work with the device that is required and then shape the
sound for the next stage of processing.
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Lets create a funky, squelchy filtered drum beat using:
drum beat1 [Link]
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nothing to stop you doing this randomly and impulsively. I have found some
great results by accident or by being impulsive and, dare I say it, haphazard in
my approach.
Lets do another example with the same drum beat but this time we will use the
delay routed into the PSP MixSaturator to add some dirty low end saturation.
The delay will use LFOs for modulation and we can get a little creative and have
the delays moving across the stereo field.
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create a slow throbbing flange effect that lies beneath the beat and adds depth
and a completely different low frequency texture that seems to have a life of its
own. The trick is to time everything to sync nicely so we have two layers of
movement. A little bit of distortion adds the final touches to a very useful sound.
All the parameters above have been covered in earlier chapters and the use of
some simple routing allows for such a huge variety of textures that it would be a
sin not to play around and enjoy the results.
Let us end this drum beat exercise with one more instance of Echomania. This
time we will go for a really heavy metallic flange effect.
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allows the user to tap into all the parameters on one screen and in one effect
and bundling it with relevant effects/processes.
A really useful, and extremely simple, effect I have come across is Reaktors
Instant Repeater. The thinking behind this effect is so simple that it belies belief
and not only is it extremely useful but takes the place of a number of processes
that would have had to be conducted before the fun began. Slicing audio into
steps and then offering huge control over the steps is the equivalent of
throwing in an audio slicer and then trying to modulate the slices in real-time; a
bit like a dedicated sequencer that breaks the audio down into grains and then
modulates them.
Lets have fun using the following vocal line and mangling it with the Repeater:
tanikye vocal [Link]
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We can go back to basics using a single device with a LFO modulating specific
frequency bands and by using the phase functions we can access the different
parts of the LFO cycle to create some new textures.
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sounds like a devil voice with another voice panned to the right that is equally
unwell.
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And the result:
voc mod pad2 [Link]
Just by changing the carrier signal and not altering anything else we get a new
texture that is sweet, warm and full.
Feel free to experiment with different carriers and modulators and when using
the effects that are BPM based make sure that all the timings are synced
otherwise you might find that some elements dont sit together too well. Of
course, you can do whatever you like so long as it sounds musical and right.
Lets now have some real fun treating Tanikyes vocals with Autotune, a vocoder
and a reverb. The idea is to layer the dry vocal line with the vocoded layer which
is then detuned, and then passed through the reverb. However, the Autotune
will be used to sway some notes on the vocal channel.
tan dry ld [Link]
I have taken a segment of the vocal line so you can hear Autotune both in
corrective mode (correcting pitch and tuning anomalies) and in creative mode
(trying to pitch manipulate to get the common T-Pain type of effect).
First, let us take a look at the Autotune settings which is dropped into the vocal
channel (carrier) as an insert.
The input selection is Soprano as we are dealing with a female vocal line, the
key is C with chromatic scaling selected as a major scale and, most importantly,
the retune speed is at maximum with a lot of humanize to take the edge off the
retuning extremes. This will give us the famous Autotune effect.
The group channel where the vocoder sits has the following vocoder and reverb
settings using Cubases bundled vocoder plug-in and Softubes TSAR-1 reverb.
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The vocoder settings are really subjective and down to how you want to
represent the sound and in this instance I was going for a layered effect as
opposed to running the vocoder fully wet and because of this I have selected a
large Talk Thru amount which mixes more of the dry signal with the wet signal
thus allowing for the original dry vocals to come through a lot more and this is
what I term as layering as opposed to fully wet. I have also been careful with
the Bandwidth settings making sure not to have too much of a broad vocoded
range.
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The reverb settings are both subtle and slightly dark. I was not going for a
washy reverb effect but trying to add to the vocoded texture. Between Density,
Tone and Dampening I think this has been achieved. I made sure to adjust the
Pre Delay to allow the signals attack to come through before the reverb
reflections kicked in. Finally, a tiny amount of the wet signal is mixed in with the
dry signal to allow for less reverb wash and more of the dry signal to come
through. These settings allow us to shape the vocoded signal so as to add to the
overall vocal effect.
tan ld bv [Link]
The result is a nicely textured vocal line that uses Autotune both for correction
and colour, the vocoder for layering the vocal line with vocoded harmonies and
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to shape the overall result with some reverb to add depth and space to the
vocoded effect.
Time to move onto one of the earlier vocal samples I created and with this
particular sample we are going to warp and mangle it until it becomes a little
more interesting. The vocal sample I am going to use is:
experiment with [Link]
Nothing too exciting her54e but we can have a little fun destroying it until we
find something usable. So, why not start with some drastic Autotuning that does
the opposite of the usual T-Pain type of effect? Why not change the throat
values and maul it a touch?
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Moving on from using just effects lets not forget, or ignore, one of the most
potent tools at your disposal; automation.
Automation
This process involves automatically changing parameters on any given device or
applying a process through automatic means as opposed to manual means. The
usual and most obvious automated processes are those that involve pretty
standard parameters like volume or pan etc. The idea, and process, is to either
record the volume or pan movement by selecting record in your DAW and then
moving the volume or pan knobs whilst recording or by drawing in (with the
pencil tool) automation process in automation lanes. This data is then read by
the software which plays back the audio with the automated changes.
I will start with a very basic example of pan and volume automation using the
vocal line from above in Cubase.
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These two parameters are the most commonly automated events but the real
power of automation, in terms of sound design, comes into play when the
parameters of an effect or dynamic are automated.
For the next example I am going to use, via a drop down menu for the
automation parameters, the master mix of CamelPhat (filters bank).
From the automation drop down menu I can select whichever parameter I want
to automate from the list of inserted plug-ins. In this example I will select
master mix of CamelPhat. This will allow me to automate the mix element of the
filter. But I am not going to stop there. I will also automate the filter cut-off so
that it closes over time. So, now I have two instances of automation; one alters
the wet/dry mix content and the other automates the filter cut-off.
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Okay, time to go a little mental and have some real fun. The next example will
have 3 sets of automation and each one will be drawn a little manically so as to
create a moving delay across the left and right channels (pan automation) plus
changing the delay time in real-time. I will use a short static sound so you can
hear how the delays behave after the sound has stopped.
big [Link]
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the filter cut-off to close over time we now have a moving and dynamic sound
that has completely changed from the original single hit static kick sample.
I would like to end this book with a little arrangement that incorporates a
number of the processes outlined in this book.
The audio files I will be using are as follows:
deep sleep 71 bpm [Link]
This drum beat will act as the modulator for the vocoder.
vocoder pad [Link]
This will be the carrier for the vocoder and both the above will be sent to a
group as before.
albino [Link]
This line will be the backdrop to the arrangement.
the beat stretched [Link]
This is the main drum beat but it has been time stretched and there will be some
very serious mangling of this beat to add a new feel and texture to the
arrangement.
the beat [Link]
A little reverb and not much else for this piano line.
Lets run through each process and then mix all the files together to create a
new texture.
The first step is to get the vocoder rolling along nicely with the drum beat (deep
sleep 71 bpm) and the pad (vocoder pad carrier). As these are both sent to a
group and processed it makes sense to look at the processing section.
First off, lets look at the vocoder settings:
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Using a full bandwidth with a tiny amount of High Thru to give it some lift and
bounce and very little else bar the 24 band filter stages. This is then passed
serially into the TSAR-1 reverb.
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The trick here is to make the vocoded line bounce along without the delays
being too obvious and to do this a delay time division works very well and
with the delays being filtered and modulated it takes away the bright delay taps.
The result of the vocoder group channel is as follows:
the beat vocoder [Link]
A bright but bouncy vocoded line will add movement to the arrangement whilst
keeping it melodic.
Let us now time stretch/compress the drum beat (120 BPM) to fit into the 71
BPM track.
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The original BPM of this beat was 120 BPM but we have now
stretched/compressed it to fit into the 71 BPM we require for the arrangement.
Keeping the slices equidistant means we get a smooth process.
This beat is now mangled using the following processes:
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have done this whilst referencing against the next process which is the Fusion
Reflection plug-in, again from NI Reaktor.
Using a lot of echo and chorus and concentrating more on diffusion amounts,
and both have hefty doses of it, I can create a crumbling and vibrant drum beat
effect which barely sounds like a drum beat anymore but sounds like a booming
kick and gated reverb snare. The trick, as always, is to reference against the
other processes in the arrangement. The result is:
the beat drum beat [Link]
Heavily affected and downright dirty this newly mangled drum beat sits nicely in
the arrangement.
Finally, let us look at the albino [Link] settings:
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Using band pass filters and modulating the filter pans with LFOs we can get this
sweet evolving synth keyboard sound that moves dynamically across the stereo
field whilst bouncing along nicely due to the filter and amp ADSRs plus the use
of reverb and delay.
And when you put it all together this is the result:
the beat [Link]
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and some clever little utilities that we begin to understand the behaviour of
sound and once that is understood then warping it becomes much easier.
Basically, the process of learning how to use effects leads to a cyclic climb of
knowledge in that every bit of information mastered allows you to view the
processes in a different light and that in itself takes you back to step 1. Every
time I learn something new about an effect I end up starting from scratch and
using my new found knowledge to further master and understand the process I
am exploring.
Using effects is without a doubt the most creative and fun part of any sound
based mangling chore. I cannot tell you how bored I get with creating drum
sample after drum sample for libraries. It is only when I can sonically alter the
samples that I get creative and enjoy myself even if the results are never used.
Give yourself a break and have some fun.
Mangle something today!
Thank you for purchasing this book.
Eddie Bazil
[Link]
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