Glitch method ( how you use your FX )

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I use a combination of supatrigga , dblue glitch , white noise memory , devine machine LSRfree , heizenbox and a few other FSU plugs , to spit audio back at me in a controlled , but random way , but i crave something else and i cant put my finger on exactly what it is that i'm missing.

I'm currently using FL 6 , but i'm thinking lately that venetian ssnares etc....are using something that affords a great deal more control over the random processes in IDM / glitch.

Is it max / msp i need , or maybe a tracker like renoise.

Basically , i'm interested in hearing others methods as to how to get the best glitched sounds.

Discuss please :) 8)

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Here's some info in another forum:
http://www.kvraudio.com/forum/viewtopic.php?t=140408

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try sampling what you already do, ie the multifx chain.
once you have some recordings of that, go in and choose the bits you can use.
cut these out and use them in a sampler, that way you get the random glitches, but at keyboard control ;)
:ud:

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You can get sometimes useable stuff by putting your program through audio triggered VST synths by Fretted Synth, sometimes it's not something you want to use, sometimes it is.

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I'll make my usual appearance suggesting you give Lucifer a long try. It's a very capable glitch effect which give you great deal of control over your stutters etc.
It can be played, automated or triggered by random/ semi random values.

Fruity Loops should be more than enough for programming drums, especially if you use the piano roll and feed the pattern to an effect like Lucifer. I use Guru for all my drum programming and it's great for glitchy beats as well.
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2NDMOUSE wrote: ..., or maybe a tracker like renoise.
He uses Renoise:

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What's orange and glows and looks good on hippies?





























FIRE!

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Meanwhile, back at the ranch...

I like to do most of the glitch-work at the sample level (I'm a fan of Shortcircuit), with lots of loop point modulations (not necessarily random). For FX processing, I use just about anything that does something interesting when it's pushed beyond it's normal limit - for example I think gates like floorfish sound cool when you cut the attack/release settings really short and use a "listen" frequency that won't always trigger reliably - that works best if your drums have a lot of variation in dynamics.

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mr snares has a lot of different sounding music. just saying you want to do something that 'sounds like venetian snare' is a bit vague. do you like huge chrome cylinder box-type robotic sounds, classical symphonic music with breaks like rossz, or retro c64 type stuff like in cavalcade of glee...?

most of his music has glitchy elements to it, but some more than others. as someone pointed out, he uses renoise, as the video shows.

but it's worth mentioning that he made a couple tracks from 'horse and goat' with bidule. imho, that ep is his most glitchy so far.

at any rate, no one can really answer your question except the man snares himself, but i tend to think that his sound uses less randomizing effects than it may initially seem. the man is immensely talented it is well known that his earlier music was almost entirely made on old-skool trackers like octamed on the amiga. a very minimal setup that requires someone to develope real sequencing/tracking skills rather than rely on the next super-duper glitch efx plugin

just my two cents
good luck

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fishpockets3030 wrote:mr snares has a lot of different sounding music. just saying you want to do something that 'sounds like venetian snare' is a bit vague. do you like huge chrome cylinder box-type robotic sounds, classical symphonic music with breaks like rossz, or retro c64 type stuff like in cavalcade of glee...?

most of his music has glitchy elements to it, but some more than others. as someone pointed out, he uses renoise, as the video shows.

but it's worth mentioning that he made a couple tracks from 'horse and goat' with bidule. imho, that ep is his most glitchy so far.

at any rate, no one can really answer your question except the man snares himself, but i tend to think that his sound uses less randomizing effects than it may initially seem. the man is immensely talented it is well known that his earlier music was almost entirely made on old-skool trackers like octamed on the amiga. a very minimal setup that requires someone to develope real sequencing/tracking skills rather than rely on the next super-duper glitch efx plugin

just my two cents
good luck
well....its an opinion isnt it........some will say " glitch plugins make people lazy "...others will say " all technology should be harnassed and controlled to achieve a goal "

I'm the latter.

The kind of thing i had in mind is similar to Gimmicks " slow motion process " , i.e, the method used to construct those beats.
I'm all for musical appreciation and hard graft to construct a musical arrangement , but there are things that glitch plugins do that enhance when they're spewing stuff out in random patterns. I just wanna harnass that and control it and wondered how everyone else was doin it , and how the guys who've " made it " are achieving their sound. :D

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i don't mean to bash the idea of using glitch plugins. some of them are brilliant, but what you seem to be specifically asking is how to sound like venetian snares.

in my long winded answer, i was trying to say that, despite the frenetic/glitchy pace of much of his music, most evidence (quotes he's from interviews, that youtube video, etc, etc) suggests that his sound doesn't come from heavy use of glitch plugins.

in other words, i'm trying to say that if you really want to emulate snares, randomizing plugins may be the wrong area to empasize.

perhaps a good place to start would be to make a few nice sounding drum loops in FLstudio, drop them in renoise and hack them to bits using pattern effects like sample offset, reverse, retrigger, whatever. there is a huge amount of that insanity (specifically sample offset and retrigger - you can create awesome drill/timestretch effects with it) across the board in snare's music. it's breakcore man - slice up them breaks!

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@runny:

....
I thought it was funny :lol:

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vurt wrote:try sampling what you already do, ie the multifx chain.
once you have some recordings of that, go in and choose the bits you can use.
cut these out and use them in a sampler, that way you get the random glitches, but at keyboard control ;)
To add to this it would make a lot of sense to load them into something like Ableton Live as your keyboard control cause you can auto-quantize your input to 1 Bar - i guess most hosts do that though.

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Mr. Tunes wrote:
vurt wrote:try sampling what you already do, ie the multifx chain.
once you have some recordings of that, go in and choose the bits you can use.
cut these out and use them in a sampler, that way you get the random glitches, but at keyboard control ;)
To add to this it would make a lot of sense to load them into something like Ableton Live as your keyboard control cause you can auto-quantize your input to 1 Bar - i guess most hosts do that though.

indeed, ableton live is an excellent tool for this kind of work :)
:ud:

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2NDMOUSE wrote:I use a combination of supatrigga , dblue glitch , white noise memory , devine machine LSRfree , heizenbox and a few other FSU plugs , to spit audio back at me in a controlled , but random way , but i crave something else and i cant put my finger on exactly what it is that i'm missing.
oc don't know, but maybe the 'elusive element missed' is hands on control (hypothesised due to the amount of automation glitch plugins institute)

if so, suggestion: why don't you try using a lower level process, eg. puredata or synthedit, and design something..

imo if you were to draw every wavecycle by hand you'd still be confronted with a detachment.. the creation sits outside of the self, and is subject to its medium.. but at least you'll have gone as far as can be reasonably expected..
Last edited by xoxos on Thu Jul 13, 2006 2:24 am, edited 1 time in total.
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