One Synth Challenge #192: Six Sines by BaconPaul (johnkhf Wins!)

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Six Sines

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Thanks Mr. T. That will help save many people, and hopefully will ease the issue of making drums in future challenges as well.

dB

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doctorbob wrote: Wed Feb 12, 2025 3:25 pm Thanks Mr. T. That will help save many people, and hopefully will ease the issue of making drums in future challenges as well.

dB
That would be great! I was hoping to do this for ages, because it's always fun to make drums and people so often report having troubles with them, while I knew I could help out at least a bit.

I'd love to make those tutorials a habit, really. No clue if it'll be possible, but I might just try. :phones:

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So ... want to add a nice crash cymbal and lovely metallic ride?

Toms are relatively easy (variation on kick). Some of the "shakers" could be fun to emulate?

Your challenge, should you decide to take it ... this message will auto-destruct ...

dB

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doctorbob wrote: Wed Feb 12, 2025 7:50 pm So ... want to add a nice crash cymbal and lovely metallic ride?

Toms are relatively easy (variation on kick). Some of the "shakers" could be fun to emulate?

Your challenge, should you decide to take it ... this message will auto-destruct ...

dB
Detuned square waves.

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Taron wrote: Wed Feb 05, 2025 6:41 pm I've decided to make some little videos to give you a head start on working with Six Sines. I was a bit confused at first and would've wanted to see something like those. So...there you have them:

Six Sines - Part 1: First Steps


Six Sines - Part 2: Amplitude Modulation:
Very nice videos with great explanations.

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doctorbob wrote: Wed Feb 12, 2025 7:50 pm So ... want to add a nice crash cymbal and lovely metallic ride?

Toms are relatively easy (variation on kick). Some of the "shakers" could be fun to emulate?

Your challenge, should you decide to take it ... this message will auto-destruct ...

dB
Ahahaha. Yeah, thought about adding a crash, too. Haven't tried it, yet. Shakers could be a little more challenging than one might think, straight out of Six Sines.
Tom is fairly trivial and I would MUCH RATHER go from the snare than the kick, actually! :!:

But there's a kind of dimensional choice to be made... it has to do with more than just the choice of potential realism, but like the overall spectrum of your mix. You could allow for some sharp brightness, allowing the whole arrangement to be of a different nature, or go with a more distant, filtered like smoothness. This alters choices and freedom in the sound design. I sometimes struggle with that, because naturally I gravitate toward filtered distance, roundness, softness... sometimes it bothers me that I don't dare go harsh. It might be something I'm still missing.

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Taron wrote: Thu Feb 13, 2025 9:06 am ... Shakers could be a little more challenging than one might think, straight out of Six Sines.
Yes indeed, that's why I suggested it as a "challenge".

I too go for more rounded sounds, but then, my usual style of music needs a bass drum rather than a "kick between the eyes" kick!

dB

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Taron - again these videos are fantastic thank you. I'm adding them both to the manual along with the bug fix you just found.

Folks reading here - the nightly is getting closer and closer to a 1.1 release. It may be worth you trying if you are struggling with the 1.0.5 since it has features which, thanks to feedback here and elsewhere, makes sound design a bit more expansive. Not easier, but expansive.

I really appreciate the help and focus from the one synth challenge. It's been formative in surge's development and really useful here also. Thank you all and hope you are enjoying the synth!

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Hi This my submission for this challenge
I took a long time creating the instruments but happy with the result!
Thanks to Taron for his videos (inspiring) and TSOM for his feedback

DAW Reaper 7.33

https://soundcloud.com/johnvanderlugt/b ... al_sharing
Instruments:
39x VST3i: Six Sines (BaconPaul)

Effects:
JS: Bass Manager/Booster
JS: Exciter (Treble Enhancer)
JS: RCInflator (Oxford Edition)
VST3: 4U Goniometer & Korrelator (HOFA)
VST3: Deelay (Sixth Sample)
VST3: MAnalyzer (MeldaProduction)
VST3: MCCGenerator (MeldaProduction)
VST3: MCompressor (MeldaProduction)
VST3: MConvolutionEZ (MeldaProduction)
VST3: MDelay (MeldaProduction)
VST3: MEqualizer (MeldaProduction)
VST3: MOscilloscope (MeldaProduction)
VST3: TAL Reverb 4 Plugin (TAL-Togu Audio Line)
VST3: TDR Kotelnikov (Tokyo Dawn Labs)
VST3: TDR Nova (Tokyo Dawn Labs)
VST3: ValhallaSupermassive (Valhalla DSP, LLC)

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In Studio One 7 I can't manually type in values for the operator multiplier after I right click. I start trying to type in the text box and it acts like the plugin isn't even open and instead typing causes hotkey actions in my DAW. Pretty difficult to make sounds if I can't set the tuning of sounds except to leave it default.

Would be nice if the synth had a hotkey to lock to whole number multiples on the operators.

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briefcasemanx wrote: Thu Feb 13, 2025 11:13 pm In Studio One 7 I can't manually type in values for the operator multiplier after I right click. I start trying to type in the text box and it acts like the plugin isn't even open and instead typing causes hotkey actions in my DAW. Pretty difficult to make sounds if I can't set the tuning of sounds except to leave it default.

Would be nice if the synth had a hotkey to lock to whole number multiples on the operators.
This is a problem on 1.0.5 which is fixed in the nightly build and affects both S1 windows and Live windows (but only windows and only those daws as far as I know; although it may also impact Cubase windows).

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pone wrote: Mon Feb 10, 2025 2:12 pm An option to use exponential FM in Six Sines would be cool, very unique
So I know it seems like i ignored this comment, but i've had a busy week and it stuck in my head.

I was originally going to answer "but six sines is actually PM not FM so that idea doesn't apply". But then I thought "well, why is it PM and not FM. that's just a choice". And then I thought "well heck an individual node can apply to the phase or the amplitude. Wonder if I can make it apply to the frequency".

And so now the next nightly will replace the phi/A toggle with a button that gives these four options. Build ready probably in about 30 minutes. I *think* I got it calibrated properly and I'm happy with it, but as folks test it the two new modes may shift around a bit. And still there's multiple types of definitions of linear FM and exponential FM. I need to write down exactly what's happening in the manual, and will get to that I hope this weekend.

But thanks for the idea. It stuck in my head long enough that I kinda had to do it.
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Wooao, we need another sixsine month right away to play with that!
Thanks baconpaul!
Last edited by ElVincente on Fri Feb 14, 2025 7:08 am, edited 1 time in total.

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Yeehaaar!! Wow exp fm, your synth looks so stunning now! Thanks baconpaul adding this, and thanks @pone for suggesting it. Gives a lot more of colorful choices :o exp-fm indeed seems to be the most pleasing sounding variant here.

I have no idea what I am doing, but one question: Is this kind of pitch shifting effect in exp-fm mode an expected effect of this mode?

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Great that new functionality is being added, unfortunately this also results in the challenge not becoming pure because of this. I am done with my input, so I am not using any new features.
At the start of a challenge, in my opinion, nothing more should be changed to the synth, though bugfixxes of course.
Best regards, John

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