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Messages - letstakeacatnap

Pages: [1] 2
1
Sound Design / Re: The "How do I make this sound?" thread
« on: July 22, 2016, 09:16:23 am »
could anyone explain how to make the chords (detuned choirish sound) that come in at 2:02 in this track?

https://soundcloud.com/gaxel/ricco-harver-chez-grody?in=riccoharver/sets/chez-grody

2
Sound Design / Re: The "How do I make this sound?" thread
« on: April 27, 2016, 05:09:43 am »
anyone have any idea how to recreate the bass that appears at 2:14 in this track?

https://soundcloud.com/crankdatvip/notorious-remix

Deep house bass (it sounds wide and square-ish) -> Redux/Bitcrushing -> Profit

Bitcrushing is reducing the audio quality of the bass as a whole, but giving it that little top end. What you could also do is route audio from your bass channel to the Bitcrusher on another channel, lowpass it before the crusher at about 5khz (or to taste), and mix it back in with the bass. Bam. All of the bass quality with the crunch of the Bitcrusher. Now you just need a captain's uniform and a gallon of milk.

P.S. Thank you for sharing that. Super dope drop right there.

haha np man, and thanks for the tips, i'll be sure to mess around with it.

3
Sound Design / Re: Risers in Massive or other analog Synth.
« on: April 13, 2016, 01:07:24 am »
try using a performer as a modulation source for the pitch. change the ratio to however many bars you want the faller/riser to be over 1. it should look something like this.

https://gyazo.com/fc2235879d63e2d21eba617f9d92d3e3

4
Sound Design / Re: The "How do I make this sound?" thread
« on: April 12, 2016, 07:51:38 pm »
anyone have any idea how to recreate the bass that appears at 2:14 in this track?

https://soundcloud.com/crankdatvip/notorious-remix

5
Sound Design / Re: WRLD supersaw?
« on: March 10, 2016, 09:06:04 pm »
Would it be possible if anyone can advise me on how I can make the smooth saw wave like the one from 0:02 - 0:05 from WRLD - Awake?

Ref link: https://soundcloud.com/monstercat/wrld-awake?in=monstercat/sets/awake-ep

help appreciated

i used sylenth for this one. my remake has 3 osc; a saw (3 voice, low detune), white noise (1 voice) and a sine (1 voice). retrig is off on all of them. i turned on the low pass filter for both parts more so for the drive aspect than cutting out any frequencies. in the envelope tab i turned on Pitch AB and left the ADSR as is except for adding a tiny bit of decay (adds a bit of attack to the sound). in the lfo tab, lfo 1 is modulating Pitch AB; rate (1/16), gain (0.10), rotary knob (1.86). i enabled mono/legato mode in order to allow the notes to glide (6-7 for portamento time). the last thing i added within sylenth was a bit of chorus.

as far as external processing goes: i eq'ed the low end out, compressed a bit, added distortion, bitcrushed, and added reverb.
the bitcrusher is only effecting the high end of the sound at around the 24k region.

here's what i managed to get. it's not perfect but hopefully it points you in the right direction!

https://clyp.it/or5m50hb


I think you mean 2.4k.unless you are making music for dolphins and bats

ahh, i was typing this super fast and meant to mention it was the resampler frequency. i used decimort 2 for the bitcrushing.

https://gyazo.com/7ab82fb19b943fea86a198c6e80cb554

thanks for the help  :D

anytime!

6
Sound Design / Re: WRLD supersaw?
« on: March 09, 2016, 07:19:16 pm »
Would it be possible if anyone can advise me on how I can make the smooth saw wave like the one from 0:02 - 0:05 from WRLD - Awake?

Ref link: https://soundcloud.com/monstercat/wrld-awake?in=monstercat/sets/awake-ep

help appreciated

i used sylenth for this one. my remake has 3 osc; a saw (3 voice, low detune), white noise (1 voice) and a sine (1 voice). retrig is off on all of them. i turned on the low pass filter for both parts more so for the drive aspect than cutting out any frequencies. in the envelope tab i turned on Pitch AB and left the ADSR as is except for adding a tiny bit of decay (adds a bit of attack to the sound). in the lfo tab, lfo 1 is modulating Pitch AB; rate (1/16), gain (0.10), rotary knob (1.86). i enabled mono/legato mode in order to allow the notes to glide (6-7 for portamento time). the last thing i added within sylenth was a bit of chorus.

as far as external processing goes: i eq'ed the low end out, compressed a bit, added distortion, bitcrushed, and added reverb.
the bitcrusher is only effecting the high end of the sound at around the 24k region.

here's what i managed to get. it's not perfect but hopefully it points you in the right direction!

https://clyp.it/or5m50hb


I think you mean 2.4k.unless you are making music for dolphins and bats

ahh, i was typing this super fast and meant to mention it was the resampler frequency. i used decimort 2 for the bitcrushing.

https://gyazo.com/7ab82fb19b943fea86a198c6e80cb554

7
Sound Design / Re: WRLD supersaw?
« on: March 08, 2016, 06:36:06 pm »
Would it be possible if anyone can advise me on how I can make the smooth saw wave like the one from 0:02 - 0:05 from WRLD - Awake?

Ref link: https://soundcloud.com/monstercat/wrld-awake?in=monstercat/sets/awake-ep

help appreciated

i used sylenth for this one. my remake has 3 osc; a saw (3 voice, low detune), white noise (1 voice) and a sine (1 voice). retrig is off on all of them. i turned on the low pass filter for both parts more so for the drive aspect than cutting out any frequencies. in the envelope tab i turned on Pitch AB and left the ADSR as is except for adding a tiny bit of decay (adds a bit of attack to the sound). in the lfo tab, lfo 1 is modulating Pitch AB; rate (1/16), gain (0.10), rotary knob (1.86). i enabled mono/legato mode in order to allow the notes to glide (6-7 for portamento time). the last thing i added within sylenth was a bit of chorus.

as far as external processing goes: i eq'ed the low end out, compressed a bit, added distortion, bitcrushed, and added reverb.
the bitcrusher is only effecting the high end of the sound at around the 24k region.

here's what i managed to get. it's not perfect but hopefully it points you in the right direction!

https://clyp.it/or5m50hb

8
Sound Design / Re: The "How do I make this sound?" thread
« on: March 03, 2016, 10:15:19 pm »
how was the blip sounding lead made at 2:21 in this track?

https://soundcloud.com/therealfrozenguy/iceman-fall

9
Sound Design / Re: [Q] How to make this sound
« on: February 21, 2016, 08:23:29 am »
here's part of the first build up. the noise you're talking about is a reversed cymbal that's been time stretched over 8 bars.

https://clyp.it/o3btiah4

Thank you very much!

sure thing man, also i realized i uploaded a different version than intended, this one has the riser isolated at the end for clarity's sake

https://clyp.it/sfjwqhkp

10
Sound Design / Re: [Q] How to make this sound
« on: February 21, 2016, 05:33:21 am »
here's part of the first build up. the noise you're talking about is a reversed cymbal that's been time stretched over 8 bars.

https://clyp.it/o3btiah4

11
Sound Design / Re: The "How do I make this sound?" thread
« on: February 20, 2016, 05:27:37 pm »
i would appreciate it if one of you guys would take a quick listen to the part at 1:19 and 1:22 https://www.youtube.com/watch?v=9IEitgarxfg where the synths pitch lowers and abruptly silences. im trying to recreate this effect in sylenth and I think its just automation of the pitch bend wheel. im pretty sure there are multiple ways to achieve this effect (automation of the pitchbend wheel being one of them) but was wondering if anyone knew any other way to emulate this effect? thanks in advance

sounds like a tape stop trigger to me (pitch and tempo decrease simultaneously). check out dBlue's website for the free TapeStop plugin, its a quick and easy solution to achieving that sound.

http://illformed.org/plugins/

12
Sound Design / Re: The "How do I make this sound?" thread
« on: February 18, 2016, 04:15:01 am »
does anyone know how to make the bass in this song (0:43)? i was thinking something along the lines of guitar amp distortion as a processing method although i'm not sure.

https://soundcloud.com/kraleofficial/ladyofclockwork

13
Sound Design / Re: The "How do I make this sound?" thread
« on: February 12, 2016, 09:56:05 am »
how do you go about making the wavey chords in the intro of soupandreas's life goes on? i messed around with different ADSR envelopes, cutoff/resonance modulation and tried to apply an lfo to the cutoff but i wasn't getting a close enough end result.

https://soundcloud.com/soupandreas/lifegoeson

Sounds to me like Sylenth1. Using an LFO on the cutoff and then syncing the built-in phaser with it as well!

Edit: I actually just messed around and got something close. If you have sylenth I can send you the fxp, of if you just wanna hear it I can render and link it, or email it to you!

Also that guy totally sounds like Geotheory x Sam Gellaitry.

I'm no expert, I'm still an amateur. Sound design just grooves with me really well, composition not so much. :/

ahh the phaser thing is a good suggestion, i'll try that out. also yes, if you're cool with sending me it, i'd definitely be interested in seeing the preset file! i kept messing up somewhere along the way  ¯\_(ツ)_/¯

edit: the application of a phaser is definitely a step in the right direction although im still a bit clueless what waveforms to use in order to get a similar sound. this is as close as i managed to get (hopefully your fxp will shed some light as to what im missing lmao)

https://clyp.it/vbkjlo4y

14
Sound Design / Re: The "How do I make this sound?" thread
« on: February 12, 2016, 05:15:44 am »
how do you go about making the wavey chords in the intro of soupandreas's life goes on? i messed around with different ADSR envelopes, cutoff/resonance modulation and tried to apply an lfo to the cutoff but i wasn't getting a close enough end result.

https://soundcloud.com/soupandreas/lifegoeson

15
Currently making a Porter Robinson - Spitfire remake, have this so far. Haven't had a chance to hear it on proper speakers so i hope it's translating somewhat  ???


this is definitely one of the cleanest remakes i've heard of spitfire. any chance you'd be willing to share how you made the pluck?

Thanks man,
It's a good example of a classic porter robinson synth, simple with the synth work but proves unique with the processing techniques. It's essentially a simple +1 octave saw wave, slight detune with retrig off (2 voices) and a square wave +0 octave (2 voices), slight detune with retrig on. AMP ADSR all initial default except for sustain which is set to 7.76. Filter type set to low pass, warm drive on and keytrack up around 1. i also put the filter control cutoff down to 120hz, its all up to taste really. Mod ENV 1 has a parameter set to cutoff AB, set that knob to slightly above 9'oclock, A-5 D-0 S-0 R-0. MOD ENV 2 has both parameters set to Pitch AB, Both knobs set to their maximum A-0 D-0.34 S-0 R-0 (this just adds a sharp click to the pluck that makes it a bit more dynamic and gives it some subtle spitting sounds in the stereo field later on once you add delay, reverbs and bitcrushing. Also have a Phase AB parameter set up in LFO 1 set to 0.38, rate 1/8 (make sure sync button at top is on) gain on full (this just adds a bit of movement to the sound, very subtle). as for effects in sylenth, delay is turned on with ping pong setting, both left and right set to 1/8D Dry/Wet set to 70%, width about 67% feedback on 50%, the others parameters can be played around with. also have reverb on with size set to 2'oclock, width full and dry/wet 40%. The sound already is mostly there but the biggest thing missing is the sense of width and space the original sound has (something i still think i havent quite nailed) So straight after sylenth i added Xfer dimension expander, probably a cheap route but it works for the most part, I found a Dry/Wet set to 9 on the clock and size set to 11 was about as good as that tool could push the sound. Now the fun detailed part, I split the sound in to 3 signals after dimension expander, one contains everything above 2.5khz, another everything below 120hz and another one with everything in between. the 2.5k & beyond signal has a decimort bitcrusher on it, i used the 16bit 16khz preset and adjusted it, playing with the dry/wet and frequency knobs, I wanted to introduce a very subtle sparkle in the high end around 17-18khz, it's a tiny detail and very hard to pinpoint in the sound usually due to its pitch but it really adds a difference, if you take spitfire and low pass that very frequency out it loses a lot of its character, very clever use of bitcrushing. the everything below 120hz signal has a kramer tape plugin on it, all its used for is the delay, which i have set to 300ms, slap mode rather than feedback and set to 100%, lowpass fully up, i then added a compressor which is just slightly compressing the low end to give it more presence, its quite a soft sound so compression in the low end drove the sound a bit more towards that angsty feeling of the original i felt.. maybe my ears are just bullshitting me though. last thing was an EQ, compressor and lo-air plugin (waves) on all the combined signals, eq gives a little boost around 150hz that helps with the droning character of the sound, cut to taste in the mid frequencies as the reverbs cause a bit of mud there, also gave a bit of a shelf boost around 700-800hz where a lot of the sounds character resides, and a bell boost in the high end frequencies just leading up to the bitcrusher sparkle. compressor is hardly doing anything, just there to tame the odd click. lo-air is a nice plugin for some power in the low end, it's probably dirty practice but its a guilty pleasure plugin that works if used subtly. thats the main building blocks of the sound. I added sausuage fattener and some room reverbs on some sends for character that weren't essentially meant to imitate the original. Oh and i better add the thing i'd do if i was to work on it again, adding some kind of velocity control to subtly and randomly change cutoff or volume values between the notes. that and the attention to reverbs and space are the two things I'd focus more on if i was to re-do this sound.

thank you so much for the response! i really appreciate the depth of your description, picked up a lot from it :)

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