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specific drone/pad creation question, position movement
Caine123
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PostPosted: Sat Jun 09, 2012 6:45 am reply with quote
im trying to get used to the various possibilities, ahhh it feels just great Wink.

ok but here is something i would love to try out and since now i wasnt able to do that.

for example i have a short piano/guitar loop with some notes.
i want it played that the grains are randomly played without popping up suddenly and disappearing but having a shimmering slow movement like a dreamy and endless drone with all those small dreamy melodies in it.

at ALL, i raised the attack on 15 secs, on release around the same so it has a nice fluid fade in and fade out, then i thought i stretch it at around 5% - 20%, have to try out, but to get the random grains played im uncertain, i tried the sequencer but it doesnt sound fluid, the lfo too. im still not known to it, maybe someone can give me some tips for doing this in alchemy? Smile
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Sampleconstruct
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PostPosted: Sun Jun 10, 2012 12:56 pm reply with quote
Caine123 wrote:
im trying to get used to the various possibilities, ahhh it feels just great Wink.

ok but here is something i would love to try out and since now i wasnt able to do that.

for example i have a short piano/guitar loop with some notes.
i want it played that the grains are randomly played without popping up suddenly and disappearing but having a shimmering slow movement like a dreamy and endless drone with all those small dreamy melodies in it.

at ALL, i raised the attack on 15 secs, on release around the same so it has a nice fluid fade in and fade out, then i thought i stretch it at around 5% - 20%, have to try out, but to get the random grains played im uncertain, i tried the sequencer but it doesnt sound fluid, the lfo too. im still not known to it, maybe someone can give me some tips for doing this in alchemy? Smile


Set sample start to 50%, stretch to 0% - assign a LFO in random glide mode to sample start position - set LFO to bipolar and Non-Retrigger - assign LFO speed to taste. Now the LFO will scroll through the sample in both directions from the middle point of the sample. Try different LFO waveforms and rates. Set Grain size, Grain randomization and density to higher values.
Now you could even duplicate the source and assign a different LFO with a different waveform and speed to the second source (playing the same sample). Then filter the 2 sources differently e.g. by assigning each one to one of the Master filters or using the filters in the sources themselves (use slow modulation sources to modulate cutoff/resonance/drive, add a tad of LFO-controlled pitchmodulation (with LFO rates assigned e.g. to key position or modulating one rate with another LFO to get some variation) and so it goes on and on and on and on....
^ Joined: 12 Oct 2008  Member: #191286  Location: Here and there
Caine123
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PostPosted: Sun Jun 10, 2012 4:03 pm reply with quote
Sampleconstruct wrote:
Caine123 wrote:
im trying to get used to the various possibilities, ahhh it feels just great Wink.

ok but here is something i would love to try out and since now i wasnt able to do that.

for example i have a short piano/guitar loop with some notes.
i want it played that the grains are randomly played without popping up suddenly and disappearing but having a shimmering slow movement like a dreamy and endless drone with all those small dreamy melodies in it.

at ALL, i raised the attack on 15 secs, on release around the same so it has a nice fluid fade in and fade out, then i thought i stretch it at around 5% - 20%, have to try out, but to get the random grains played im uncertain, i tried the sequencer but it doesnt sound fluid, the lfo too. im still not known to it, maybe someone can give me some tips for doing this in alchemy? Smile


Set sample start to 50%, stretch to 0% - assign a LFO in random glide mode to sample start position - set LFO to bipolar and Non-Retrigger - assign LFO speed to taste. Now the LFO will scroll through the sample in both directions from the middle point of the sample. Try different LFO waveforms and rates. Set Grain size, Grain randomization and density to higher values.
Now you could even duplicate the source and assign a different LFO with a different waveform and speed to the second source (playing the same sample). Then filter the 2 sources differently e.g. by assigning each one to one of the Master filters or using the filters in the sources themselves (use slow modulation sources to modulate cutoff/resonance/drive, add a tad of LFO-controlled pitchmodulation (with LFO rates assigned e.g. to key position or modulating one rate with another LFO to get some variation) and so it goes on and on and on and on....


thanks a lot, i will test it out asap Smile, one small question i see the Density button and the size but where is the granular randomisation button?
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ZenPunkHippy
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PostPosted: Sun Jun 10, 2012 4:06 pm reply with quote
RTime and RPan are below the filter button in the granular section.

RTime is typically used for smoother, more natural sounding granular resynthesis. Default RTime is 3%. When RTime is set to 0 it can sound "good" but not "natural".

Peace,
Andy.
^ Joined: 18 Jun 2008  Member: #183136  Location: Melbourne, Australia
Sampleconstruct
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PostPosted: Sun Jun 10, 2012 4:26 pm reply with quote
RTime at 0 only sounds "natural" at the root pitch of the sample, once you start transposing it will sound very bizarre and "cold", especially with stretch time set near to 0% and sample playhead not controlled by a LFO - I often love this bizarreness for more otherworldly patches.
^ Joined: 12 Oct 2008  Member: #191286  Location: Here and there
Sampleconstruct
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PostPosted: Sun Jun 10, 2012 10:44 pm reply with quote
One more tip for scrolling through a sample at very slow speed is to assign the sample playhead (position) to a Controller and then manually scrolling through the sample turning the Controller. In that case set Sample start to 0, stretch to 0% so when you're not touching the controller the sample is actually freezing at one position.
^ Joined: 12 Oct 2008  Member: #191286  Location: Here and there
Caine123
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PostPosted: Mon Jun 11, 2012 2:53 am reply with quote
ok here is a detailed try, it doesnt somehow sound very nice blending so far Sad

the original sample:
http://www42.zippyshare.com/v/90671879/file.html

my source A:


and the sound hold on c5
http://www66.zippyshare.com/v/41980897/file.html

you hear the stuttering but i want it to be sounding very smooth blending from one to another Smile.
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ZenPunkHippy
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PostPosted: Mon Jun 11, 2012 3:02 am reply with quote
It's probably stuttering because the grain size is set to the maximum size.

When using granular resynthesis you need to pay careful attention to "grain size" and "density" values. It generally depends on the type of sound being reproduced, but using "any random setting" is not going to give the best results.

For example, with drum resynthesis a grain size of between 50 and 80 ms generally works will, with 2 or 3 grain density. For a piano note, the settings would be different. After a while you will begin to notice which values work well for the different types of sounds ...

Peace,
Andy.
^ Joined: 18 Jun 2008  Member: #183136  Location: Melbourne, Australia
Caine123
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PostPosted: Mon Jun 11, 2012 3:34 am reply with quote
ZenPunkHippy wrote:
It's probably stuttering because the grain size is set to the maximum size.

When using granular resynthesis you need to pay careful attention to "grain size" and "density" values. It generally depends on the type of sound being reproduced, but using "any random setting" is not going to give the best results.

For example, with drum resynthesis a grain size of between 50 and 80 ms generally works will, with 2 or 3 grain density. For a piano note, the settings would be different. After a while you will begin to notice which values work well for the different types of sounds ...

Peace,
Andy.


hmmm when i set it lower it doesnt have this hypnotic endless feel anymore and it didnt fixed the prob Sad
^ Joined: 05 Aug 2009  Member: #212807  
Sampleconstruct
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PostPosted: Mon Jun 11, 2012 3:56 am reply with quote
Caine123 wrote:
ok here is a detailed try, it doesnt somehow sound very nice blending so far Sad

the original sample:
http://www42.zippyshare.com/v/90671879/file.html

my source A:


and the sound hold on c5
http://www66.zippyshare.com/v/41980897/file.html

you hear the stuttering but i want it to be sounding very smooth blending from one to another Smile.


Set the modulation percentage of the Sample start assigned to the LFO to less than 50% so it doesn't reach the end and starting point of the sample which is probably causing the stuttering, maybe 48-49%.
^ Joined: 12 Oct 2008  Member: #191286  Location: Here and there
Caine123
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PostPosted: Mon Jun 11, 2012 4:00 am reply with quote
Sampleconstruct wrote:
Caine123 wrote:
ok here is a detailed try, it doesnt somehow sound very nice blending so far Sad

the original sample:
http://www42.zippyshare.com/v/90671879/file.html

my source A:


and the sound hold on c5
http://www66.zippyshare.com/v/41980897/file.html

you hear the stuttering but i want it to be sounding very smooth blending from one to another Smile.


Set the modulation percentage of the Sample start assigned to the LFO to less than 50% so it doesn't reach the end and starting point of the sample which is probably causing the stuttering, maybe 48-49%.


just tried out, position on 47% and the ldo1 modulation depth to 95%, no change sadly Sad
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Sampleconstruct
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PostPosted: Mon Jun 11, 2012 4:38 am reply with quote
Caine123 wrote:
Sampleconstruct wrote:
Caine123 wrote:
ok here is a detailed try, it doesnt somehow sound very nice blending so far Sad

the original sample:
http://www42.zippyshare.com/v/90671879/file.html

my source A:


and the sound hold on c5
http://www66.zippyshare.com/v/41980897/file.html

you hear the stuttering but i want it to be sounding very smooth blending from one to another Smile.


Set the modulation percentage of the Sample start assigned to the LFO to less than 50% so it doesn't reach the end and starting point of the sample which is probably causing the stuttering, maybe 48-49%.


just tried out, position on 47% and the ldo1 modulation depth to 95%, no change sadly Sad


No set mod depth to less than 50 as 50 and more % will make it modulate outside the sample borders, it's only 50% in either direction when you set the sample start to 50% and the LFO to bipolar.
^ Joined: 12 Oct 2008  Member: #191286  Location: Here and there
Neon Breath
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PostPosted: Mon Jun 11, 2012 6:34 am reply with quote
A more simple suggestion. I would try to drown your granular patch into a very deep, rich and lush reverb. That way it will sound less shuttering and way more smooth & fluid cause now, it sounds very raw, dry and uninteresting. Remember, in drone music reverbs are essential tools as much as the sounds, don't underestimate them.

I don't think you're very far! Keep experimenting Smile
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