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Messages - bearmanbear

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Sound Design / Re: SOPHIE Style Synthesis
« on: April 28, 2016, 05:20:08 am »
I'm really not getting the appraisal for this dude.his stuff sounds like demos done on newer analogue as apparently the only thing he uses is an Elektron Octarack and Monomachine.you can tell most of what he is using is analogue but it's definitely modern sterile analogue aka Elektron :D

I just want to point out out that both the Monomachine and Octatrack are digital. I think you're mixing up "analog" with "hardware".





but you're in the right direction about the synthesis techniques he's using. to create weird atonal sounds, look to modulating pitch, filters with higher resonances (esp comb filters), ring mod, FM with non-integer ratios, etc. i don't know specific "recipes" for the materials and SFX he creates, but playing around with these types of techniques will get you some unconventional, inharmonic timbres.


I mixed them up with the Analogue Four my bad.either way,his general synthesis timbres sound bland.as does Elektrons stuff


Also i wasn't speculating as to what he was doing.that is exactly what he is doing. if you was to try doing any of that with what you consider to be FM (PM considering you mentioned odd integer ratios) you'll just run into white noise with the modulation depths that would be required to make those kind of sort naturally,unpitched granular timbres.as for the metal that and the pitch deviations in them that is literally just comb filters or a couple of short delays (aka resonators) and PM.the thinly veiled condescension is strong in this one. all to common on production forums sadly  ::)


If you would like something that is dedicated to making this stuff you should look into Reaktor or Kaivo by Madrona Labs.or just not be a snob and use found sounds (not foleys!!!!!) like everybody else.

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I didn't buy into the hype around Serum.instead i got Reaktor 6 which i've been balls deep in for about 3 months.literally haven't touched anything else.it's not the most immediate experience,but when it clicks, it's extremely rewarding and i like the fact there is pretty much zero limits imposed on what you can actually achieve with it.well,unless you are running some kind of FDN (feedback delay network) at 96khz internal sampling rate and your laptop literally blows up before your very eyes.apart from that.no limits

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Cymatics.catering to the Broducer since 2015 est TM

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Sound Design / Re: SOPHIE Style Synthesis
« on: April 27, 2016, 12:50:45 pm »
I'm really not getting the appraisal for this dude.his stuff sounds like demos done on newer analogue as apparently the only thing he uses is an Elektron Octarack and Monomachine.you can tell most of what he is using is analogue but it's definitely modern sterile analogue aka Elektron :D

as for the synthesis it self.i don't think there is any doubt that any of this is not synthesis.it blatantly sounds synthesised and the only incline to suggest otherwise is the addition of some not very convincing reflections (reverb).basically for the metal stuff it'll be messing around with tuned comb filters and "karplus strong" synthesis which is messing around with short delays in feedback loops.reaktor is pretty good for shit like that .you can also make a lot of inharmonic sounds metal etc with PM.as for the plastic squishy and crunchy timbres.that is just pure ACTUAL FM,probably filter FM too with the addition of white noise to simulate the intense amplitude modulation that goes on in those sounds

the bubbles literally just sound either like a self resonating bandpass filter tightly enveloped (it helps that he is using analogue in this case) or some kind of primitive PM patch.if you wanna hear convincgly synthesised bubbles, check out Tipper.da bubble synthesis king

I know this was a while ago but nobody has replied (up until now)

In closing though this dudes stuff is awful, but i think that is the point

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Sound Design / Re: Big room stabs
« on: April 27, 2016, 12:32:47 pm »
Get an E-Mu Emulator II or III and play that extremely famous orchestral stab preset into a big room on it,record it.biggest big room stab ever

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Sound Design / Re: WRLD supersaw?
« on: March 09, 2016, 10:06:26 am »
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

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Sound Design / Re: Sound degradation techniques
« on: March 04, 2016, 07:27:21 am »
Can you elaborate on what you mean by "crunchy" for example i wouldn't consider a bitcrusher crunchy.it just raises the noisefloor via quantization distortion and samplerate reduction adds aliasing.maybe provide an example

When I say crunchy I'm referring to a fairly distorted/fairly high end-ish sound. Like imagine recording a potato chip bag on an iPhone 4, putting it through a waveshaper, and boosting the highs on the recording. If you just play with the "Number of bits" knob and the "DA Aliasing" knob on TB Timemachine you can get a pretty distorted/clipping-type sound (with a fair bit of noise generated by the plugin). Maybe crunchy is the wrong word for what I'm getting at, but it's the best word I could think of for what I was describing. Sorry if what I said wasn't clear dude!

Well decreasing the bits would just make the difference between the signal and the noise less great and an Iphone is likely to have a pretty shitty signal to noise ratio to begin with so you may aswell just record the sound allot quieter so the noise floor comes up sooner through processing

Putting a naturally granular sound through a waveshaper (i.e potato crisps per your example) would destroy what made it granular to begin with,especially a waveshaper because when they crest they don't do a very good job of retaining the transient events,you could try something like attaching an envelope follower* to the pre-gain but if the envelope follower* operates at a control rate (a predefined ppq amount) ,it's not gonna do a very good job at catching those tiny tiny discreet transients within the sounds and will probably click unpleasantly

your best option would be just layer that quality on top of a sound and bring it up through upwards dynamic processing and minor saturation to homogenise the 2 sounds

There's more possibly exotic methods involving outboard,but i'm presuming this is a primarily digital forum

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Sound Design / Re: Sound degradation techniques
« on: March 02, 2016, 05:45:00 am »
Can you elaborate on what you mean by "crunchy" for example i wouldn't consider a bitcrusher crunchy.it just raises the noisefloor via quantization distortion and samplerate reduction adds aliasing.maybe provide an example

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