Author Topic: The official growl bass thread.  (Read 146563 times)

Bizo

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Re: The official growl bass thread.
« Reply #15 on: January 07, 2016, 04:24:32 pm »
Here's one I made with Serum using the percussive sample technique by Virtual Riot!

https://clyp.it/fkpz4hqi

Syrant

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Re: The official growl bass thread.
« Reply #16 on: January 07, 2016, 04:28:20 pm »
I like it dude! All up to that point anything after the blue I didn't really like tbh

Would you mind telling us what distortion you used in serum? Because I usually go for zero-square or sin-fold :)

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Re: The official growl bass thread.
« Reply #17 on: January 07, 2016, 04:30:29 pm »
but what if we have no idea where to start?
Record your voice. Distortion, and you have the first one. Open a synth Sine Wave, slow LFO tools, Distortion, second one. Etc....

https://clyp.it/s1dm45id so I took your original thing and I turned it into some weird reese/neuro thing idfk it wasn't a growl but I experimented with loads of different effects and it just shows what you can do if you really experimenet

try it more, and more, and you'll magic happen ;D

Bizo

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Re: The official growl bass thread.
« Reply #18 on: January 07, 2016, 04:37:04 pm »
I like it dude! All up to that point anything after the blue I didn't really like tbh

Would you mind telling us what distortion you used in serum? Because I usually go for zero-square or sin-fold :)

Don't know if you're talking to me but the last part of the growl is weird af i know lol but when i'm using it i don't really go through that part ;D

for the distortion, it's just tube with the drive at 50% and the mix at 100%

Scribit

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Re: The official growl bass thread.
« Reply #19 on: January 07, 2016, 04:51:27 pm »
Well, because you have to try it by yourself :p

but what if we have no idea where to start?
Thanks for showing me how to do this.  :P
"Very very way more stronger" - Carnage 2k15

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Re: The official growl bass thread.
« Reply #20 on: January 07, 2016, 05:00:51 pm »
I actually made this one a good amount of time ago, but I still love it! Two wavetables in Serum from the Access Virus TI (thanks AC), Resynater and Decomposer (both are bent) with a phaser on the filter, a tiny bit of drive, and a little bit of dimension expanding. Not much post processing, pretty basic too.

Patch name:

KillerCalamari

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Re: The official growl bass thread.
« Reply #21 on: January 07, 2016, 05:41:38 pm »
That would be really cool.

Offering like a picture showing the patches in the synth

Djemps

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Re: The official growl bass thread.
« Reply #22 on: January 07, 2016, 05:47:05 pm »
That would be really cool.

Offering like a picture showing the patches in the synth

I'm working on one!

ocularedm

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Re: The official growl bass thread.
« Reply #23 on: January 07, 2016, 06:01:31 pm »
https://clyp.it/btzdhto0 yep
made this baby by resampling a potato chip bag  :-* :-*

What brand of potato chips did you use?
Cape Cod Jalapeño of course.
How else would the bass sounds so fire?

Djemps

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Re: The official growl bass thread.
« Reply #24 on: January 07, 2016, 07:51:32 pm »
I thought I'd detail how I made the STATIC DRAGON sound.

Mostly because I used Logic's Sculpture and I'd love to connect and share ideas with other people who use Sculpture.

Here is the Main Sculpture Panel.  - From Left to Right (ish): All three objects are active. The first two objects are both Bowed. The Bow object functions like an oscillator to excite the string. So when it is pitched way down it begins to act like an LFO. Decreasing Object 1's strength makes the synth more breathy and gaspy. Increasing Object 1's strength makes the synth more rattly and snorty. Decreasing Object 2's strength makes the synth mellow and purr. Increasing Object 2's strength makes the synth shout and honk. The Disturbed object is like placing the string near a piece of metal (like guitar frets). Object 3's strength starts at Zero. Increasing the strength adds a rattly mechanical feel. Pickups are placed on either edge of the string. - The center Material Ring has both the Waveshaper / Distortion turned on, and a Peak Filter turned on. -Material is placed close to Wood - ADSR is self explanatory - Stereo Pickup has been widened - A Cello profile has been applied to the EQ.

First LFO - Two parameters are affected: Pickup A's Location and Waveshaper Variation. Looking closer; Pickup A actually does not oscillate unless activated by Control B (foot pedal). The Waveshaper is in constant oscillation. Adjusting Waveshaper and LFO levels can make the sound cut in and out, or sound like static interference.

Second LFO - Object 3 Strength starts at Zero. But this LFO gently introduces a mechanical disturbance.

Vibrato is technically turned on, but is not used in the sound sample. Increasing the Vibrato strength creates a gasping, laughing hyena effect.

Evelope - Turning off the Envelope produces an even mouthier, organic, formant sound.

Then the synth gets passed through an instance of Camel Phat. (Rest in Peace) - Some distortion here. But the main detail is the MM High Pass Filter settings and it's Depth Rate modulated at a 1/32 Bar LFO (114 BPM). - I think I sent the sound to an Exciter Bus as well…

CONTROLLING THE SYNTH - Here is where I got sloppy with Sculpture's internal controls. - Control A is turned on and mapped to the Mod Wheel. But I never used it. :( - Control B is mapped to a Foot Pedal. It simultaneously adjusts Media Loss and Pitch.

Pitch Bending - Earlier I mentioned the Bow Object works like an oscillator. I've got two Bow Objects activated. So messing with the pitch actually has a huge effect on the overall behavior of the synth. The 'gasp' at the beginning is achieved by the sharp pitch jump from 0 to 39. Keeping the Pitch in the 25 - 40 range introduces snarly, snorty animal growls. On the second midi note, the Pitch jumps around and then kinda tops out in the 50 - 60 range. This produces a wet, gaspy sound.

Foot Pedal - This is simultaneously mapped to a heavy Media Loss, a slight increase in Pitch, and the variation of Pickup Location on LFO 1. It appears in the second midi note as a calm humming or purring sound. You should hear the sound pan closer to one side.

And that's about it!
« Last Edit: January 07, 2016, 07:57:54 pm by Djemps »

Yens

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Re: The official growl bass thread.
« Reply #25 on: January 07, 2016, 09:21:10 pm »
https://clyp.it/btzdhto0 yep
made this baby by resampling a potato chip bag  :-* :-*

What brand of potato chips did you use?
Cape Cod Jalapeño of course.
How else would the bass sounds so fire?

That explains the crispness to it!

Mr. Maso

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Re: The official growl bass thread.
« Reply #26 on: January 07, 2016, 09:26:42 pm »
https://clyp.it/btzdhto0 yep
made this baby by resampling a potato chip bag  :-* :-*

What brand of potato chips did you use?

If it's not Doritos it's not worth sampling

Zenkrey

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Re: The official growl bass thread.
« Reply #27 on: January 07, 2016, 09:59:59 pm »
This is a drop I put together with custom growls/basses/patches I made from scratch with Serum and with some post-processing. They may sound a little too much mainstream, but I like those types of organic basses. I simply made them using some bend+ or bend- automation with some vowely reeses here and there. As background I have a simple arp made with massive and envelope manipulation on the amp.

« Last Edit: January 07, 2016, 10:02:06 pm by Zenkrey »

Babasmas

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Re: The official growl bass thread.
« Reply #28 on: January 07, 2016, 10:02:18 pm »
This is a drop I put together with custom growls/basses/patches I made from scratch with Serum and with some post-processing. They may sound a little too much mainstream, but I like those types of organic basses. I simply made them using some bend+ or bend- automation with some vowely reeses here and there.

Those are really neat. We can feel the VR stuff here.

Zenkrey

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Re: The official growl bass thread.
« Reply #29 on: January 07, 2016, 10:07:17 pm »
I thought I'd detail how I made the STATIC DRAGON sound.

Mostly because I used Logic's Sculpture and I'd love to connect and share ideas with other people who use Sculpture.

Here is the Main Sculpture Panel.  - From Left to Right (ish): All three objects are active. The first two objects are both Bowed. The Bow object functions like an oscillator to excite the string. So when it is pitched way down it begins to act like an LFO. Decreasing Object 1's strength makes the synth more breathy and gaspy. Increasing Object 1's strength makes the synth more rattly and snorty. Decreasing Object 2's strength makes the synth mellow and purr. Increasing Object 2's strength makes the synth shout and honk. The Disturbed object is like placing the string near a piece of metal (like guitar frets). Object 3's strength starts at Zero. Increasing the strength adds a rattly mechanical feel. Pickups are placed on either edge of the string. - The center Material Ring has both the Waveshaper / Distortion turned on, and a Peak Filter turned on. -Material is placed close to Wood - ADSR is self explanatory - Stereo Pickup has been widened - A Cello profile has been applied to the EQ.

First LFO - Two parameters are affected: Pickup A's Location and Waveshaper Variation. Looking closer; Pickup A actually does not oscillate unless activated by Control B (foot pedal). The Waveshaper is in constant oscillation. Adjusting Waveshaper and LFO levels can make the sound cut in and out, or sound like static interference.

Second LFO - Object 3 Strength starts at Zero. But this LFO gently introduces a mechanical disturbance.

Vibrato is technically turned on, but is not used in the sound sample. Increasing the Vibrato strength creates a gasping, laughing hyena effect.

Evelope - Turning off the Envelope produces an even mouthier, organic, formant sound.

Then the synth gets passed through an instance of Camel Phat. (Rest in Peace) - Some distortion here. But the main detail is the MM High Pass Filter settings and it's Depth Rate modulated at a 1/32 Bar LFO (114 BPM). - I think I sent the sound to an Exciter Bus as well…

CONTROLLING THE SYNTH - Here is where I got sloppy with Sculpture's internal controls. - Control A is turned on and mapped to the Mod Wheel. But I never used it. :( - Control B is mapped to a Foot Pedal. It simultaneously adjusts Media Loss and Pitch.

Pitch Bending - Earlier I mentioned the Bow Object works like an oscillator. I've got two Bow Objects activated. So messing with the pitch actually has a huge effect on the overall behavior of the synth. The 'gasp' at the beginning is achieved by the sharp pitch jump from 0 to 39. Keeping the Pitch in the 25 - 40 range introduces snarly, snorty animal growls. On the second midi note, the Pitch jumps around and then kinda tops out in the 50 - 60 range. This produces a wet, gaspy sound.

Foot Pedal - This is simultaneously mapped to a heavy Media Loss, a slight increase in Pitch, and the variation of Pickup Location on LFO 1. It appears in the second midi note as a calm humming or purring sound. You should hear the sound pan closer to one side.

And that's about it!

In the movies "How to train a dragon" they actually recorded a donkey as foundation to make the "voice" of the black dragon character, but usually for movies, they resample lions growls layering them with other sounds from nature pitched up, to have as much as possible something that rensembles a natural sound.