Author Topic: ITT: Post your remakes but be ready to share how you did it if someone asks.  (Read 57059 times)

Wontolla

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Interested in how you made the Boss Mode Lead!!!!
This is a pretty standard trap horn, and I think a lot of them use resynthesis (I used Harmor). You get the basic sound by loading a short vocal sample (I used FLS_OhYeah.wav), setting the speed to 0, and finding a syllable that sounds nice and trappy (right at the beginning, for this one). Turning the bottom Scale knob to 0 puts the sound in key (by locking all the partials to harmonics of the root note), and turning the formant mix all the way up makes sure it doesn't get too nasal. You can tweak the formant shift, too. Here's what all of that looks like
For post processing, there's a bandpass to get it all in the mids, giving it that trap horn sound, some distortion (I used the Cube shape), and a ton of reverb/delay/comp.

Matt Viper

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Some Madeon sounds:
-  Zephyr  https://soundcloud.com/matt-viper/zephyr
- Home Arp https://soundcloud.com/matt-viper/home
- The City lead https://soundcloud.com/matt-viper/the-city-lead-remake-attempt There should be a pitch down at the end but I failed at it so whatever
- Imperium Bass, kinda? https://soundcloud.com/matt-viper/imperium-bass-remake-attempt

If you could shed some light on how you made the imperium bass and second sound that would be awsome.
Sure! Sorry for late response!
Okay, Imperium Bass: Made in serum, first osc simple 1 voice saw, second osc 16 unison -1 oct saw really minimal detune like 0.01. Saw sub osc -1 oct and noise osc. All through lowpass filter . Cutoff modulated by quick decaying envelope. Some effects like tube distortion with pre eq hi pass with nice resonance. Okay then fx chain. Camel Phat distortion, ohmicide 4-band distortion using various types of distortion for each band, you could experiment with that, OTT and Fabfilter Saturn for taste. Saturn is a tweaked basic saturator preset, it`s nice.
Okay then, Home Arp! Saw osc 8 voice 2.40 detune, square osc 8 voice 3.90 pretty high detune, retrig off of course. Lowpass filter modulated by a decaying envelope, phaser, chorus, eq to taste. Okay, then fx chain, because right now it doesn`t sound similar at all. Eq getting rid of weird resonances, then the most important - Guitar Rig! Solid Eq, just eq it till it sounds good, Gratifier clean preset, jazz amp vibrato preset, they might be tweaked but were starting points, some compressors and the fx that makes this sound - Little Reflektor preset Big and Tight  100% wet 50% dry. Okay, then this guitar rig is set to be 75% wet overall. Another eq, then ohmicide to taste.
Here you go :)
Cheers!

Craig

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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  ???


Ricco Harver

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Took kind of a quick shot at recreating the drop from Porter Robinson's remix of The Thrill.

wassup

letstakeacatnap

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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?

Craig

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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.

letstakeacatnap

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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 :)

Austin K

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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.

^ Formatted this so I could read it. Line breaks are good.


Ninth Parallel

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I have a thread about this already, but am going to post here anyways: https://soundcloud.com/ninthparallel/sm-remake-rough-parts/s-aFlyC

Sad Machine remake! It was a bit obsessive, just something to help warm up for my actual music

NikoKaz

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I have a thread about this already, but am going to post here anyways: https://soundcloud.com/ninthparallel/sm-remake-rough-parts/s-aFlyC

Sad Machine remake! It was a bit obsessive, just something to help warm up for my actual music

Heard this earlier, sounds really awesome Rishi!

I think that the chord pad you're using is either a little too distorted, a little too loud, or might not be the right sound in comparison to the original, sounds are spot on chords and melody and such are spot on but i feel like the mix is suffocating a little bit in comparison to the original.

Sidechain, kick, and clap are all on point but again the volume level of the pad and bass in comparison to the lead, the kick and the clap seem seem too loud when put side by side to the original.

cant tell if you managed to cop an acapella or if you just aced that vocaloid processing but the whole 0:46-1:49 is almost indistinguishable for the most part :)

MACH

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The basses are a sub, a massive patch which is very simple (screenshot attatched), and a harmor bass playing the root and the 5th an octave up (turn the phase knob in the top left corner all the way to the left). Both the massive patch and the harmor patch have this distortion applied


This is awesome, thanks for the tip, never knew that adding a fifth to a bass would give it so much flavor. =D