Super HARD supersaw?

How to make that sound...
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FarleyCZ wrote:I gave it a shot. Still not 100% but i think there could be hint of it. :)
http://dl.dropbox.com/u/19028571/housy%20saw.fxp
(don't mind that stupid sidechain "simulation" :D )
hmm good try, but it doesn't sound close to what I want :( tried this setup as well

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May be problem is played notes. Try playing just 2 bass notes of the chord octave apart on one hand and just second note of the chord on other.

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Well for me its a case of processing the saw. Using a basic looped c#minor chord spread over 3 octaves and put throught IL Maximus and some EQ and reverb and some saturation. Its been driving me bananas trying to recreate the Saw's I hear in commercial tracks. Those are very well mixed and most likely layered. Ive been through all of the posts on here that mention supersaw and none of them have come close to what I want but Ill eventually figure it out.

http://www50.zippyshare.com/v/21777296/file.html

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blindasfcuk wrote:Well for me its a case of processing the saw. Using a basic looped c#minor chord spread over 3 octaves and put throught IL Maximus and some EQ and reverb and some saturation. Its been driving me bananas trying to recreate the Saw's I hear in commercial tracks. Those are very well mixed and most likely layered. Ive been through all of the posts on here that mention supersaw and none of them have come close to what I want but Ill eventually figure it out.

http://www50.zippyshare.com/v/21777296/file.html
Yeah I sat down a whole day trying to process and tweak to get the right sound, but it's nearly impossible, or impossible I shouldn't say.. but VERY hard, therefore I asked for the help here. Gotta be some way to get it right

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Anyone could explain how to process the sound itself to make it this harsh and mega sawy?

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Have you tried high-pass filtering? That should add a certain harshness/brittleness.
Wavetables for DUNE2/3, Blofeld, IL Harmor, Hive and Serum etc: http://charlesdickens.neocities.org/
£10 for lifetime updates including wavetable editor for Windows.

Music: https://soundcloud.com/markholt

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cytospur wrote:Have you tried high-pass filtering? That should add a certain harshness/brittleness.
yeah I've tried to split all 3 frequencies, the mid on a separate , the bass on a separate and the highs on a separate channel.. that just made the sound feel like it's 3 sounds with filters on :/

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I'm not suggesting splitting it in to three bands, just suggesting to try getting rid of some of the bass altogether.
Wavetables for DUNE2/3, Blofeld, IL Harmor, Hive and Serum etc: http://charlesdickens.neocities.org/
£10 for lifetime updates including wavetable editor for Windows.

Music: https://soundcloud.com/markholt

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cytospur wrote:I'm not suggesting splitting it in to three bands, just suggesting to try getting rid of some of the bass altogether.
What do you mean? got any examples? just cutting the bass basically, using an EQ?

so basically no low end frequencies, only mid and high? sure, that gives the sound abit of a harder feeling, but still there's something missing, I just cannot find out what. I've tried to apply multiband distortion, compression, all kinds of things, eqing, bitcrush, reverbs, whitenoise, etc

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Try an amplitude modulated saw or pulse width for the higher octaves it will give a kind of broken sound due to the oscillator being modulated so quickly,it's a very simple way to add a "gritty" layer to anything. you could go one step further and run it through some distortion aswell which then it would most likely be better if it was a seperate layer from the supersaw itself.

If you have seriously detuned layers to the point of nearly being a whole semi-tone try mix that oscillator lower so it kind of acts like a layer for depth rather than outright detuned madness,balancing the relative volumes of each of the detuned oscillators has a dramatic impact on the entirety of the sound.

Furthermore you may want to consider doing the noise through a seperate oscillator or perhaps synth and run it through a bandpass filter,or if you use massive link the colour or tone control for whitenoise to keytracking.

Slightly lower than normal frequency content whitenoise in a majority of cases gives the impression of altering the whole tone and dynamic of the saws themselves and you only need a little bit mixed in aswell (white noise filter just makes anything sound fuller)
I

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one trick i just discovered is layering the super saw with a piano helps make it a little more punchier
soundcloud.com/baboli

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Baboli wrote:one trick i just discovered is layering the super saw with a piano helps make it a little more punchier
And cheesy and is unlikely to work in all scenarios :D
I

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TIMT wrote:
Baboli wrote:one trick i just discovered is layering the super saw with a piano helps make it a little more punchier
And cheesy and is unlikely to work in all scenarios :D
If you want more punch design a transient-y pluck layer mixed low under the supersaw usually a square,or...the old short pitch envelope on each of the saw oscillators synthesizing a short percussive click,pluck,punch depending on how much you set the depth on the modulation
I

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i would suggest to transpose of osc by an octave or 2. add a little bit of distortion and possibly bit of resonance. mind you i'm not an expert but recently i've been working on DUNE and i get by accident that sort of results (not exact though).
possibly using compression and saturation might help in achieving that sound

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TIMT wrote:Try an amplitude modulated saw or pulse width for the higher octaves it will give a kind of broken sound due to the oscillator being modulated so quickly,it's a very simple way to add a "gritty" layer to anything. you could go one step further and run it through some distortion aswell which then it would most likely be better if it was a seperate layer from the supersaw itself.

If you have seriously detuned layers to the point of nearly being a whole semi-tone try mix that oscillator lower so it kind of acts like a layer for depth rather than outright detuned madness,balancing the relative volumes of each of the detuned oscillators has a dramatic impact on the entirety of the sound.

Furthermore you may want to consider doing the noise through a seperate oscillator or perhaps synth and run it through a bandpass filter,or if you use massive link the colour or tone control for whitenoise to keytracking.

Slightly lower than normal frequency content whitenoise in a majority of cases gives the impression of altering the whole tone and dynamic of the saws themselves and you only need a little bit mixed in aswell (white noise filter just makes anything sound fuller)
when you say amplitude modulated saw or pulse width, WHICH of the parameters do you mean? and also, modulated, through? LFO? automation? what? I don't really understand that part..

or do you mean the envelope modulation which is in the bottom of i.e. sylenth1? what should I be modulating, the cutoff? the decay? release? please be more specific.

Yeah I actually added the whitenoise via another instance of sylenth1 and mixed it properly, but still it doesn't really add the punch to it. I even tried to run it through the Merserati plugin (waves) to add more punch, sure it adds abit of flavour to it, but I'm not even close to how sharp it sounds in the example I linked :s

Also I tried a VERY short pitch modulation on osc AB in sylenth1, which a very very very slight amount of decay controlling the pitch.

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