I've always found it odd that assigning the modwheel isn't a more simple, direct thing too. MIDI learning it is okay if you want the modwheel to scale to the parameter's entire range, but you have to go through a macro if you want to control the mod depth.
On the other hand, it is kind of cool that Massive has a dedicated vibrato generator complete with attack/decay on the OSC tab so you don't even have to set up one of the LFO's for that (unless you want a weird "vibrato" with an atypical waveshape).
Definitely not using it for Dubstep or Electro or whatever genres it's most popular in here. I most often use it for spacey, pulsing William Orbit-esque things, swirly wavescanning pads, and metallic or plucky comping parts and melodies (the sorts of things I used to use a Prophet VS for way back when).
Modwheel in Massive
VST, AU, AAX, CLAP, etc. Plugin Virtual Instruments Discussion
Moderator: KVR Moderators (Main)
Modwheel in Massive
2013-01-26T20:42:25+00:00
Ok, Massive is amazing. Don't overlook it based on it's reputation as a "genre instrument". It's sound is sharp as a ruler and it can even get pretty warm if you want that.
But - how do you assign modwheel to something without using a macro? The problem I have with the macros is they don't seem to save with a patch, so I'm constantly having to set them up again and again. The word "modwheel" doesn't appear in the manual and "modulation wheel" only appears in the section on "koresounds" which I don't think is relevant to me.
Another question - Each knob has three slots for applying modulation. Is this a hard limit, or are there tricks to perhaps combine some signals? I also don't understand the sidechain slot but I'm fairly sure the manual is just about to explain that to me.
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