livepilot 1.26.0 → 1.26.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +24 -0
- package/README.md +1 -1
- package/installer/codex.js +87 -9
- package/livepilot/.Codex-plugin/plugin.json +8 -0
- package/livepilot/.claude-plugin/plugin.json +8 -0
- package/livepilot/.mcp.json +8 -0
- package/livepilot/agents/livepilot-producer/AGENT.md +314 -0
- package/livepilot/commands/arrange.md +47 -0
- package/livepilot/commands/beat.md +81 -0
- package/livepilot/commands/evaluate.md +49 -0
- package/livepilot/commands/memory.md +22 -0
- package/livepilot/commands/mix.md +47 -0
- package/livepilot/commands/perform.md +42 -0
- package/livepilot/commands/session.md +13 -0
- package/livepilot/commands/sounddesign.md +58 -0
- package/livepilot/rubrics/default_preset_check.md +82 -0
- package/livepilot/rubrics/layer_accumulation.md +79 -0
- package/livepilot/rubrics/layer_precision.md +79 -0
- package/livepilot/rubrics/modulation_presence.md +63 -0
- package/livepilot/rubrics/sound_design_depth.md +40 -0
- package/livepilot/skills/livepilot-arrangement/SKILL.md +164 -0
- package/livepilot/skills/livepilot-composition-engine/SKILL.md +151 -0
- package/livepilot/skills/livepilot-composition-engine/references/form-patterns.md +97 -0
- package/livepilot/skills/livepilot-composition-engine/references/transition-archetypes.md +102 -0
- package/livepilot/skills/livepilot-core/SKILL.md +261 -0
- package/livepilot/skills/livepilot-core/references/ableton-workflow-patterns.md +831 -0
- package/livepilot/skills/livepilot-core/references/affordances/_schema.md +160 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/auto-filter.yaml +133 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/chorus-ensemble.yaml +91 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/compressor.yaml +98 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/convolution-reverb.yaml +113 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/corpus.yaml +84 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/drift.yaml +105 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/echo.yaml +108 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/eq-eight.yaml +95 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/glue-compressor.yaml +88 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/granulator-iii.yaml +104 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/hybrid-reverb.yaml +83 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/operator.yaml +98 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/ping-pong-delay.yaml +104 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/poli.yaml +98 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/saturator.yaml +98 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/shifter.yaml +77 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/simpler.yaml +113 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/utility.yaml +95 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/vinyl-distortion.yaml +92 -0
- package/livepilot/skills/livepilot-core/references/affordances/devices/wavetable.yaml +98 -0
- package/livepilot/skills/livepilot-core/references/artist-vocabularies.md +389 -0
- package/livepilot/skills/livepilot-core/references/automation-atlas.md +272 -0
- package/livepilot/skills/livepilot-core/references/concepts/_schema.md +158 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/akufen.yaml +116 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/aphex-twin.yaml +133 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/arca-sophie.yaml +131 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/autechre.yaml +130 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/basic-channel.yaml +140 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/basinski.yaml +126 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/boards-of-canada.yaml +124 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/burial.yaml +127 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/com-truise-tycho.yaml +121 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/daft-punk.yaml +117 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/dj-premier-rza.yaml +119 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/gas.yaml +134 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/hawtin.yaml +127 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/isolee-luomo.yaml +130 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/j-dilla.yaml +133 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/jeff-mills.yaml +120 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/johannsson-richter.yaml +132 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/madlib.yaml +124 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/moodymann-theo-parrish.yaml +121 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/oneohtrix-point-never.yaml +126 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/photek-source-direct.yaml +120 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/rashad-spinn-traxman.yaml +122 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/robert-henke.yaml +113 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/shackleton.yaml +124 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/skream-mala.yaml +119 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/stars-of-the-lid.yaml +119 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/tim-hecker.yaml +122 -0
- package/livepilot/skills/livepilot-core/references/concepts/artists/villalobos.yaml +135 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/ambient.yaml +137 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/boom_bap.yaml +124 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/deep-minimal.yaml +130 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/deep_house.yaml +130 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/detroit_techno.yaml +116 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/disco.yaml +123 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/downtempo.yaml +129 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/drone.yaml +133 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/drum-and-bass.yaml +119 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/dub-techno.yaml +132 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/dub.yaml +129 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/dubstep.yaml +120 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/experimental.yaml +136 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/footwork.yaml +119 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/hip-hop.yaml +132 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/house.yaml +126 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/hyperpop.yaml +128 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/idm.yaml +134 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/lo_fi.yaml +129 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/microhouse.yaml +138 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/minimal-techno.yaml +116 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/modern-classical.yaml +123 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/soul.yaml +125 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/synthwave.yaml +123 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/techno.yaml +123 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/trap.yaml +120 -0
- package/livepilot/skills/livepilot-core/references/concepts/genres/uk-garage.yaml +121 -0
- package/livepilot/skills/livepilot-core/references/device-atlas/00-index.md +110 -0
- package/livepilot/skills/livepilot-core/references/device-atlas/distortion-and-character.md +687 -0
- package/livepilot/skills/livepilot-core/references/device-atlas/drums-and-percussion.md +753 -0
- package/livepilot/skills/livepilot-core/references/device-atlas/dynamics-and-punch.md +525 -0
- package/livepilot/skills/livepilot-core/references/device-atlas/eq-and-filtering.md +402 -0
- package/livepilot/skills/livepilot-core/references/device-atlas/midi-tools.md +963 -0
- package/livepilot/skills/livepilot-core/references/device-atlas/movement-and-modulation.md +874 -0
- package/livepilot/skills/livepilot-core/references/device-atlas/space-and-depth.md +571 -0
- package/livepilot/skills/livepilot-core/references/device-atlas/spectral-and-weird.md +714 -0
- package/livepilot/skills/livepilot-core/references/device-atlas/synths-native.md +953 -0
- package/livepilot/skills/livepilot-core/references/device-knowledge/00-index.md +34 -0
- package/livepilot/skills/livepilot-core/references/device-knowledge/automation-as-music.md +204 -0
- package/livepilot/skills/livepilot-core/references/device-knowledge/chains-genre.md +173 -0
- package/livepilot/skills/livepilot-core/references/device-knowledge/creative-thinking.md +211 -0
- package/livepilot/skills/livepilot-core/references/device-knowledge/effects-distortion.md +188 -0
- package/livepilot/skills/livepilot-core/references/device-knowledge/effects-space.md +162 -0
- package/livepilot/skills/livepilot-core/references/device-knowledge/effects-spectral.md +229 -0
- package/livepilot/skills/livepilot-core/references/device-knowledge/instruments-synths.md +243 -0
- package/livepilot/skills/livepilot-core/references/genre-vocabularies.md +382 -0
- package/livepilot/skills/livepilot-core/references/m4l-devices.md +352 -0
- package/livepilot/skills/livepilot-core/references/memory-guide.md +178 -0
- package/livepilot/skills/livepilot-core/references/midi-recipes.md +402 -0
- package/livepilot/skills/livepilot-core/references/mixing-patterns.md +578 -0
- package/livepilot/skills/livepilot-core/references/overview.md +300 -0
- package/livepilot/skills/livepilot-core/references/pack-knowledge.md +319 -0
- package/livepilot/skills/livepilot-core/references/sample-manipulation.md +724 -0
- package/livepilot/skills/livepilot-core/references/sound-design-deep.md +140 -0
- package/livepilot/skills/livepilot-core/references/sound-design.md +393 -0
- package/livepilot/skills/livepilot-corpus-builder/SKILL.md +379 -0
- package/livepilot/skills/livepilot-creative-director/SKILL.md +455 -0
- package/livepilot/skills/livepilot-creative-director/references/anti-repetition-rules.md +214 -0
- package/livepilot/skills/livepilot-creative-director/references/creative-brief-template.md +222 -0
- package/livepilot/skills/livepilot-creative-director/references/hybrid-compilation.md +185 -0
- package/livepilot/skills/livepilot-creative-director/references/move-family-diversity-rule.md +258 -0
- package/livepilot/skills/livepilot-creative-director/references/phase-6-execution.md +409 -0
- package/livepilot/skills/livepilot-creative-director/references/the-four-move-rule.md +192 -0
- package/livepilot/skills/livepilot-devices/SKILL.md +213 -0
- package/livepilot/skills/livepilot-devices/references/load_browser_item-uri-grammar.md +82 -0
- package/livepilot/skills/livepilot-evaluation/SKILL.md +195 -0
- package/livepilot/skills/livepilot-evaluation/references/capability-modes.md +176 -0
- package/livepilot/skills/livepilot-evaluation/references/evaluation-contracts.md +121 -0
- package/livepilot/skills/livepilot-evaluation/references/memory-promotion.md +110 -0
- package/livepilot/skills/livepilot-mix-engine/SKILL.md +136 -0
- package/livepilot/skills/livepilot-mix-engine/references/mix-critics.md +143 -0
- package/livepilot/skills/livepilot-mix-engine/references/mix-moves.md +105 -0
- package/livepilot/skills/livepilot-mixing/SKILL.md +157 -0
- package/livepilot/skills/livepilot-notes/SKILL.md +130 -0
- package/livepilot/skills/livepilot-performance-engine/SKILL.md +122 -0
- package/livepilot/skills/livepilot-performance-engine/references/performance-safety.md +98 -0
- package/livepilot/skills/livepilot-release/SKILL.md +151 -0
- package/livepilot/skills/livepilot-sample-engine/SKILL.md +117 -0
- package/livepilot/skills/livepilot-sample-engine/references/sample-critics.md +87 -0
- package/livepilot/skills/livepilot-sample-engine/references/sample-philosophy.md +51 -0
- package/livepilot/skills/livepilot-sample-engine/references/sample-techniques.md +131 -0
- package/livepilot/skills/livepilot-sound-design-engine/SKILL.md +225 -0
- package/livepilot/skills/livepilot-sound-design-engine/references/patch-model.md +119 -0
- package/livepilot/skills/livepilot-sound-design-engine/references/sound-design-critics.md +118 -0
- package/livepilot/skills/livepilot-wonder/SKILL.md +143 -0
- package/m4l_device/LivePilot_Analyzer.amxd +0 -0
- package/m4l_device/LivePilot_Elektron.amxd +0 -0
- package/m4l_device/LivePilot_Elektron.maxpat +758 -0
- package/m4l_device/livepilot_bridge.js +1 -1
- package/m4l_device/livepilot_elektron_bridge.js +82 -0
- package/mcp_server/__init__.py +1 -1
- package/mcp_server/composer/develop/apply.py +1 -1
- package/mcp_server/composer/full/apply.py +32 -6
- package/mcp_server/m4l_bridge.py +5 -0
- package/mcp_server/runtime/execution_router.py +6 -0
- package/mcp_server/runtime/mcp_dispatch.py +18 -0
- package/mcp_server/runtime/remote_commands.py +2 -0
- package/mcp_server/server.py +11 -7
- package/package.json +20 -5
- package/remote_script/LivePilot/__init__.py +1 -1
- package/remote_script/LivePilot/server.py +63 -2
- package/requirements.txt +3 -3
- package/server.json +3 -3
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# Distortion & Saturation Effects — Deep Parameter Knowledge
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Distortion is not just "making things louder and dirtier." Each distortion type adds specific harmonic content, changes the envelope, and reshapes the frequency balance. The choice of distortion algorithm is as important as the choice of synth oscillator.
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## Saturator
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The most versatile distortion in Live. Six curve types, each with radically different character.
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### Curve Types
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**Analog Clip:** Soft clipping that rounds peaks. Adds odd harmonics (3rd, 5th, 7th). Sounds like tape saturation at low drive, tube clipping at medium. The gentlest option.
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- Sweet spot: Drive 3-8 dB for warmth on buses and masters
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- On bass: 4-6 dB adds harmonic content that makes bass audible on small speakers without changing the fundamental
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**Soft Sine:** Waveshaping with sine function. Creates a "folded" sound at higher drives — the waveform literally folds back on itself. At extreme settings, creates complex undertones.
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- Sweet spot: Drive 8-15 dB for rich overtone generation
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- On pads: 6-10 dB creates shimmering, bell-like overtones
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- **SOPHIE technique:** Drive 15-25 dB on a simple sine wave creates the "hyperplastic" bubbly bass character
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**Medium Curve / Hard Curve:** Progressive clipping. Medium is warm, Hard is aggressive.
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- Hard Curve on drums: 10-15 dB destroys transients in a punchy way — parallel compress this for NY-style drum destruction
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- Medium on vocals/pads: 5-8 dB for "expensive" analog warmth
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**Sinoid Fold:** THE creative curve. At low drive it's subtle waveshaping. At high drive it creates completely new harmonics by folding the waveform multiple times. The timbre changes dramatically as you sweep the drive.
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- **Key technique:** Automate the Drive parameter with an LFO for evolving, morphing distortion
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- At 50-70% drive on a simple saw wave: creates complex, almost vocal-like formants
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- On sub bass: 30-40% creates that SOPHIE/PC Music metallic bass sound
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- Combined with the Waveshaper output: creates ring-mod-like artifacts
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**Digital Clip:** Hard clipping — the most aggressive. Creates a square wave at extreme settings. All odd harmonics, harsh and digital.
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- On kicks: Very short burst of Digital Clip (using envelope on Dry/Wet) creates a hard transient click
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- On hats/cymbals: 5-8 dB adds digital sparkle and aggression
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### Key Parameters Beyond Drive
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**Dry/Wet:** The secret weapon. At 30-50% wet, you get parallel distortion without losing the original transient and body. This is almost always better than 100% wet.
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**Output:** Use this to compensate for the level increase from distortion. Match the perceived loudness before and after — this lets you judge the tonal change honestly.
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**Color:** A tilt EQ that shapes the distortion. Positive values boost highs into the distortion (brighter, more aggressive). Negative values boost lows (warmer, thicker). At extreme positive values with high drive, creates screaming high-end distortion.
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**Base:** Shifts the DC offset of the waveshaper. At non-zero values, it creates asymmetric distortion which adds even harmonics (2nd, 4th) — the "warm" harmonics associated with tube amps. Subtle but powerful.
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**Soft Clip (Output section):** An additional gentle clipper after the main waveshaper. Enable this as a safety net when using extreme drive settings — it prevents harsh digital clipping while preserving the distortion character.
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---
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## Roar
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Live 12's flagship distortion device. Three saturation stages with serial, parallel, mid/side, or multiband routing. Built-in compressor and feedback loop. Modulation section.
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### Routing Modes (The Game Changer)
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**Serial:** Three stages in sequence — each distorts the output of the previous. Creates progressive distortion that builds density. Like stacking three Saturators.
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**Parallel:** Three stages process the signal simultaneously — each gets the clean input. The outputs are mixed. Creates layered distortion textures without the cumulative harshness of serial.
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**Mid/Side:** Stage 1 processes mid (center), Stage 2 processes side (stereo). Stage 3 is shared. This lets you distort the center and sides differently — heavy distortion on stereo elements while keeping the center clean, or vice versa.
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**Multiband:** Stages 1-3 process low, mid, and high frequency bands independently. THIS is the most powerful mode. You can:
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- Crush the highs with digital distortion while keeping the sub clean
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- Add tube warmth to the mids while leaving highs pristine
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- Create frequency-dependent distortion that responds to the spectral content
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### Stage Types (per stage)
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- **Tube:** Asymmetric, warm even harmonics. The "expensive" sound.
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- **Tape:** Soft compression with saturation. Smooths transients.
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- **Feedback:** Self-oscillating resonance — screaming, howling at high settings
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- **Dispersion:** All-pass filter network creating phase-based coloring — subtle, metallic, phaser-like
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- **Bit Reduction:** Sample rate and bit depth reduction. Lo-fi, digital crunch.
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- **Gate:** Noise gate shaped distortion — creates rhythmic, stuttered distortion
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### Creative Applications
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|
+
**SOPHIE-style hyper-distortion (Roar multiband):**
|
|
77
|
+
- Mode: Multiband
|
|
78
|
+
- Low band: Tube at 30% (warm, controlled sub)
|
|
79
|
+
- Mid band: Feedback at 60% (screaming, metallic mids)
|
|
80
|
+
- High band: Bit Reduction at 40% (crushed, digital highs)
|
|
81
|
+
- Compressor: ON, fast attack, medium release (glues the destruction)
|
|
82
|
+
- Feedback loop: 15-25% (add chaos)
|
|
83
|
+
- Result: Controlled destruction where each frequency band has different character
|
|
84
|
+
|
|
85
|
+
**Subtle analog warmth (Roar serial):**
|
|
86
|
+
- Mode: Serial
|
|
87
|
+
- Stage 1: Tape at 15% (gentle compression/saturation)
|
|
88
|
+
- Stage 2: Tube at 10% (even harmonics)
|
|
89
|
+
- Stage 3: Tape at 8% (final smoothing)
|
|
90
|
+
- Compressor: OFF (or very gentle)
|
|
91
|
+
- Result: Three gentle stages compound into rich, analog-sounding warmth without any obvious distortion
|
|
92
|
+
|
|
93
|
+
---
|
|
94
|
+
|
|
95
|
+
## Erosion
|
|
96
|
+
|
|
97
|
+
High-frequency degradation — adds noise and artifacts to the upper spectrum. Updated in 12.4 with sine/noise blend control.
|
|
98
|
+
|
|
99
|
+
### Key Parameters
|
|
100
|
+
|
|
101
|
+
**Frequency:** Where the noise/modulation is centered. Low values (500-2000 Hz) create a "through the wall" muffled effect. High values (4000-12000 Hz) add digital sparkle and air.
|
|
102
|
+
|
|
103
|
+
**Amount:** Intensity. 5-15% is subtle texture. 30-50% is obvious degradation. 70%+ is destructive.
|
|
104
|
+
|
|
105
|
+
**Width/Type:** Wide Noise vs Sine modulation. Noise is broad-spectrum degradation. Sine is tonal — creates a specific frequency of artifact. Blend between them (12.4) for hybrid textures.
|
|
106
|
+
|
|
107
|
+
### Creative Applications
|
|
108
|
+
|
|
109
|
+
**Vinyl-like texture on drums:** Erosion at 8-12%, Freq around 8kHz, Wide Noise. Adds subtle high-frequency noise that mimics vinyl surface noise and old sampler character.
|
|
110
|
+
|
|
111
|
+
**Arca-style degraded texture:** Erosion at 40-60% on a pad, Freq 2-4kHz. The pad sounds like it's being transmitted through a broken radio. Combined with Grain Delay → creates alien, warped atmospheric textures.
|
|
112
|
+
|
|
113
|
+
---
|
|
114
|
+
|
|
115
|
+
## Redux
|
|
116
|
+
|
|
117
|
+
Bit reduction and sample rate reduction. The digital destruction device.
|
|
118
|
+
|
|
119
|
+
### Key Parameters
|
|
120
|
+
|
|
121
|
+
**Bit Depth:** 24 → 1 bit. At 12-16 bit, subtle quantization noise. At 6-8 bit, obvious lo-fi character (Nintendo/Sega era). At 2-4 bit, extreme — only the loudest parts survive as crude waveforms. At 1 bit, pure square wave — everything becomes a buzz.
|
|
122
|
+
|
|
123
|
+
**Sample Rate:** Divides the sample rate. At 2x, slight aliasing. At 4-8x, obvious digital crunch with aliasing artifacts. At 16-32x, extreme lo-fi — sounds like a walkie-talkie or old phone.
|
|
124
|
+
|
|
125
|
+
**Downsample Mode (Classic/Soft):** Classic creates hard steps (pure digital). Soft smooths the steps (warmer digital degradation).
|
|
126
|
+
|
|
127
|
+
### Creative Applications
|
|
128
|
+
|
|
129
|
+
**Glitch texture generator:** Redux (Bit 4, Sample 8x) → Resonators. The bitcrushed signal excites the resonators, creating pitched, metallic glitch textures.
|
|
130
|
+
|
|
131
|
+
**808 character:** Redux (Bit 12, Sample 2x) on an 808 sub bass. Adds very subtle digital grit that makes the bass audible on laptop speakers without changing the fundamental character.
|
|
132
|
+
|
|
133
|
+
---
|
|
134
|
+
|
|
135
|
+
## Pedal
|
|
136
|
+
|
|
137
|
+
Guitar amp pedal emulation with three modes. Simple but effective.
|
|
138
|
+
|
|
139
|
+
**OD (Overdrive):** Mild clipping, warm. Good for subtle bass warmth (Gain 20-30%).
|
|
140
|
+
|
|
141
|
+
**Distort:** Medium aggression. On drums at 30-40% gain: adds grit and punch without destroying dynamics.
|
|
142
|
+
|
|
143
|
+
**Fuzz:** Heavy, buzzy distortion. On 808 bass at 25-40% gain with Sub button ON: creates the classic trap 808 growl with harmonic overtones while preserving sub frequencies.
|
|
144
|
+
|
|
145
|
+
**Sub button:** Preserves frequencies below ~120Hz from distortion. Essential for bass processing — distort the harmonics while keeping the sub clean.
|
|
146
|
+
|
|
147
|
+
---
|
|
148
|
+
|
|
149
|
+
## Drum Buss
|
|
150
|
+
|
|
151
|
+
Purpose-built for drum processing. Three sections: Drive, Crunch, Boom (transient enhancer).
|
|
152
|
+
|
|
153
|
+
**Drive:** Soft clipping on the drum bus. 15-30% adds weight and glue.
|
|
154
|
+
|
|
155
|
+
**Crunch:** Three types — Soft, Medium, Hard. Applies distortion specifically to transients. Medium Crunch at 40-60% makes drums hit harder without changing the sustain.
|
|
156
|
+
|
|
157
|
+
**Boom:** Low-frequency resonance generator. Tuned to a specific frequency (30-200 Hz). Adds a tuned sub-boom to kicks. At 50-80% with Freq around 50-60 Hz, it adds devastating sub weight to any kick.
|
|
158
|
+
|
|
159
|
+
**Transients:** Controls how much the transient is enhanced. Positive values = sharper attack. Negative values = softer, rounder hits. Combined with Crunch, this is the most powerful drum shaping tool in Live.
|
|
160
|
+
|
|
161
|
+
---
|
|
162
|
+
|
|
163
|
+
## Vinyl Distortion
|
|
164
|
+
|
|
165
|
+
Emulates vinyl record artifacts. Two sections: Tracing Model (groove distortion) and Crackle.
|
|
166
|
+
|
|
167
|
+
**Tracing Drive:** Emulates the distortion that occurs when a stylus reads a vinyl groove. Adds warm, asymmetric harmonic content that's subtly different from digital saturation. At 20-40%, it adds the "expensive" warmth of vinyl mastering.
|
|
168
|
+
|
|
169
|
+
**Crackle:** Adds surface noise. At 5-15%, it creates the feeling of a sample played from vinyl. At 30-50%, it's obvious vinyl noise — good for lo-fi aesthetics.
|
|
170
|
+
|
|
171
|
+
**Pinch:** Creates a specific type of distortion related to record defects. At low values, subtle pitch/timing irregularities. At high values, obvious warping effects.
|
|
172
|
+
|
|
173
|
+
### Creative Application
|
|
174
|
+
|
|
175
|
+
**Lo-fi pad processing:** Vinyl Distortion (Tracing 25%, Crackle 10%) → Auto Filter (lowpass, 6kHz) → Reverb. Instant "sampled from an old record" character.
|
|
176
|
+
|
|
177
|
+
---
|
|
178
|
+
|
|
179
|
+
## The 30-OTT Technique (ZW Buckley / Experimental)
|
|
180
|
+
|
|
181
|
+
From Ableton's own blog: chain 20-30 instances of Multiband Dynamics set to the OTT preset. This creates:
|
|
182
|
+
1. Extreme multiband compression — micro-level dynamics become audible
|
|
183
|
+
2. An all-pass filter effect from phase changes in each instance's crossover
|
|
184
|
+
3. Completely unpredictable tonal transformation
|
|
185
|
+
|
|
186
|
+
Use this as a **sound design generator**, not an insert effect. Record the output and use the resulting audio as source material. Add different effects (chorus, phaser, Roar) between OTT instances for even more chaos.
|
|
187
|
+
|
|
188
|
+
This is how you create sounds that don't exist anywhere else — the stacking of dynamics processors creates emergent behavior that can't be predicted or recreated by any other method.
|
|
@@ -0,0 +1,162 @@
|
|
|
1
|
+
# Space & Time Effects — Deep Parameter Knowledge
|
|
2
|
+
|
|
3
|
+
## Reverb
|
|
4
|
+
|
|
5
|
+
Live's algorithmic reverb. Surprisingly deep when you understand the parameter interactions.
|
|
6
|
+
|
|
7
|
+
### Key Parameters That Most People Ignore
|
|
8
|
+
|
|
9
|
+
**ER Spin (Early Reflections Spin):** A modulation effect on the early reflections. Rate and Amount controls create subtle movement in the reverb's initial character. This is what makes the difference between a "dead" reverb and a "living" space.
|
|
10
|
+
- Rate 0.1-0.3 Hz, Amount 2-4: Natural room movement
|
|
11
|
+
- Rate 0.5-1 Hz, Amount 5-8: Dreamy, swirling early reflections
|
|
12
|
+
- Rate 2-5 Hz, Amount 10+: Chorus-like shimmer on the reverb itself
|
|
13
|
+
|
|
14
|
+
**Chorus (in the reverb):** Modulates the diffuse field. This is the "secret" dub techno ingredient.
|
|
15
|
+
- Rate 0.02-0.05 Hz, Amount 0.1-0.3: Extremely slow pitch modulation inside the reverb tail — creates the Basic Channel "underwater" quality
|
|
16
|
+
- Rate 0.1-0.3 Hz, Amount 0.5-1.0: More obvious modulation — dreamy, ethereal
|
|
17
|
+
- Key: Keep the rate VERY slow. Fast chorus in a reverb creates seasickness, not depth.
|
|
18
|
+
|
|
19
|
+
**Diffusion:** How quickly the reflections smear together.
|
|
20
|
+
- Low (20-40%): Distinct echoes visible in the tail — creates a "flutter" reverb, good for drums
|
|
21
|
+
- Medium (50-70%): Smooth but with character — the most musical range
|
|
22
|
+
- High (80-100%): Completely smooth, wash-like — good for pads, dangerous for drums (muddiness)
|
|
23
|
+
|
|
24
|
+
**Scale:** Shrinks or expands the "room size" without changing decay time. At 20-40%, it's a small, tight space. At 80-100%, it's a cathedral. Combined with long decay, low scale creates an impossible space — long reverb in a small room. This is physically impossible but sonically interesting.
|
|
25
|
+
|
|
26
|
+
**Freeze:** Captures the current reverb tail and holds it indefinitely. The sound becomes a drone. Automate this: Freeze ON for 2-4 bars, then OFF — creates a momentary "wall of reverb" that fades naturally.
|
|
27
|
+
|
|
28
|
+
### Dub Techno Reverb Recipe (Return Track)
|
|
29
|
+
|
|
30
|
+
- Predelay: 10-20ms
|
|
31
|
+
- Input filter: LowCut ON, HighCut ON, Freq 800-1200 Hz, Width 5-6 (bandpass-like — only mids enter the reverb)
|
|
32
|
+
- ER Spin: Rate 0.2 Hz, Amount 3.5
|
|
33
|
+
- Chorus: Rate 0.02 Hz, Amount 0.15 (VERY slow)
|
|
34
|
+
- Decay: 4-8s
|
|
35
|
+
- Diffusion: 65-75%
|
|
36
|
+
- HiShelf: ON, Freq 4kHz, Gain 0.3-0.4 (darken the tail)
|
|
37
|
+
- Room Size: 80-100
|
|
38
|
+
- Dry/Wet: 100% (it's on a return track)
|
|
39
|
+
|
|
40
|
+
Send to this return in bursts (delay throws) for the classic dub techno wash.
|
|
41
|
+
|
|
42
|
+
---
|
|
43
|
+
|
|
44
|
+
## Convolution Reverb (Hybrid Reverb includes this)
|
|
45
|
+
|
|
46
|
+
Uses impulse response recordings of real spaces. The IR determines everything about the reverb character.
|
|
47
|
+
|
|
48
|
+
### Creative IRs
|
|
49
|
+
|
|
50
|
+
The stock IRs include rooms, halls, plates, springs. But the creative use is loading **non-standard IRs**:
|
|
51
|
+
- Record your own: clap in a stairwell, snap near a metal object, record the result → use as IR
|
|
52
|
+
- Use any audio as IR: a drum break, a vocal phrase, a synth chord — the convolution imprints that audio's spectral character onto whatever passes through it
|
|
53
|
+
- Short IRs (0.1-0.5s) act more like EQ/filtering than reverb — they add the tonal character of the source without the spatial tail
|
|
54
|
+
|
|
55
|
+
### Hybrid Reverb
|
|
56
|
+
|
|
57
|
+
Combines convolution (early reflections from real spaces) with algorithmic (customizable tail). Best of both worlds.
|
|
58
|
+
- Use convolution for realistic early reflections
|
|
59
|
+
- Use algorithmic tail with chorus/modulation for the evolving, musical tail
|
|
60
|
+
- The crossover between convolution and algorithmic is the key parameter — adjust where one takes over from the other
|
|
61
|
+
|
|
62
|
+
---
|
|
63
|
+
|
|
64
|
+
## Delay
|
|
65
|
+
|
|
66
|
+
Updated in 12.4 with new LFO modes. The most creative delay in Live.
|
|
67
|
+
|
|
68
|
+
### Key Parameters
|
|
69
|
+
|
|
70
|
+
**Repitch vs Fade vs Jump modes:**
|
|
71
|
+
- **Repitch:** Changing delay time pitches the delayed signal (tape delay behavior). THIS is the dub techno delay. Modulate the delay time and you get pitch-warped echoes.
|
|
72
|
+
- **Fade:** Changing delay time crossfades between old and new time — smooth, no pitch artifacts. Better for mixing, less creative.
|
|
73
|
+
- **Jump:** Instant change — creates a hard rhythmic shift. Good for glitch-style delays.
|
|
74
|
+
|
|
75
|
+
**Ping Pong:** Alternates echoes left-right. Essential for stereo width. But the real trick: combine Ping Pong with slightly different L/R delay times (use L Offset / R Offset at ±2-3%) for a more natural, wide stereo delay.
|
|
76
|
+
|
|
77
|
+
**Mod Freq / Dly < Mod / Filter < Mod:** The modulation section.
|
|
78
|
+
- **Dly < Mod:** Modulates delay time — creates pitch wobble on echoes. At 5-15%, subtle tape-like wow. At 20-40%, obvious pitch warping — dub character. At 50%+, extreme — pitch spirals.
|
|
79
|
+
- **Filter < Mod:** Modulates the filter cutoff with the same LFO — echoes alternately brighten and darken. Combined with Dly < Mod, this creates echoes that are never the same twice.
|
|
80
|
+
|
|
81
|
+
**Filter Freq / Width:** Bandpass filter in the feedback loop. This shapes how each echo changes:
|
|
82
|
+
- Freq 500-1000 Hz, Width 4-6: Dark, telephone-like echoes that thin out over time (classic dub)
|
|
83
|
+
- Freq 2000-4000 Hz, Width 8+: Bright, present echoes
|
|
84
|
+
- Very narrow Width (1-2) at specific frequencies: Resonant, almost pitched echoes — creates melodic delays
|
|
85
|
+
|
|
86
|
+
**Feedback:** How many echoes repeat.
|
|
87
|
+
- 30-50%: Standard delay tail
|
|
88
|
+
- 60-75%: Long, evolving tail — the dub zone
|
|
89
|
+
- 80-90%: Near self-oscillation — echoes build up dangerously. Automate this: push to 85% for 2 beats then pull back to 50% — creates a momentary feedback spiral that resolves
|
|
90
|
+
- 95-100%: Self-oscillation — infinite echoes that build until they clip. Use Freeze instead for controlled infinite delay.
|
|
91
|
+
|
|
92
|
+
---
|
|
93
|
+
|
|
94
|
+
## Echo
|
|
95
|
+
|
|
96
|
+
Combines delay + modulation + reverb + ducking + noise in one device. More character than Delay, less precise.
|
|
97
|
+
|
|
98
|
+
### Key Parameters
|
|
99
|
+
|
|
100
|
+
**Character section:** Adds specific analog/tape quality to the delay:
|
|
101
|
+
- **Noise:** Adds noise to the feedback loop — each echo gets noisier (tape hiss character)
|
|
102
|
+
- **Wobble:** Pitch instability in the delay — tape wow/flutter. At 10-20%, subtle vintage. At 40%+, extreme warping.
|
|
103
|
+
- **Repitch:** Same as Delay's repitch — pitch shifts when time changes.
|
|
104
|
+
|
|
105
|
+
**Reverb (built-in):** A small reverb INSIDE the delay. This means each echo goes through reverb before feeding back. Creates incredibly dense, washy delay tails. Turn this up for instant dub character.
|
|
106
|
+
|
|
107
|
+
**Ducking:** The delay ducks (gets quieter) when new audio comes in, then swells when the audio stops. This is automatic delay throw behavior — no need for send automation. The dry signal stays clear, and the delay fills the gaps.
|
|
108
|
+
- Threshold: How loud the input must be to trigger ducking
|
|
109
|
+
- Release: How fast the delay comes back after the input stops
|
|
110
|
+
- This is THE feature for adding delay to lead elements — keeps them clear while adding space in the gaps.
|
|
111
|
+
|
|
112
|
+
---
|
|
113
|
+
|
|
114
|
+
## Grain Delay
|
|
115
|
+
|
|
116
|
+
Not just a delay — a real-time granular processor that happens to have delay.
|
|
117
|
+
|
|
118
|
+
### The Granular Part
|
|
119
|
+
|
|
120
|
+
**Pitch:** Transposes the delayed grains independently of delay time. Set to +12 for octave-up shimmer delays. Set to -12 for octave-down drones. Set to +7 for fifth-up harmonization.
|
|
121
|
+
|
|
122
|
+
**Spray:** Randomizes the timing of grains. At 0, grains are precise. At 10-30ms, they're slightly scattered (organic). At 50-100ms, they're chaotic — creates a granular cloud rather than distinct echoes.
|
|
123
|
+
|
|
124
|
+
**Frequency:** The grain size. Small grains (high frequency) = detailed, glitchy texture. Large grains (low frequency) = smooth, flowing. Automate this for evolving texture.
|
|
125
|
+
|
|
126
|
+
### Creative Applications
|
|
127
|
+
|
|
128
|
+
**Shimmer reverb (Grain Delay on return):**
|
|
129
|
+
- Delay Time: 30-60ms (very short, almost reverb-like)
|
|
130
|
+
- Pitch: +12 (octave up)
|
|
131
|
+
- Feedback: 65-80% (builds up octave harmonics)
|
|
132
|
+
- Spray: 15-30ms (softens the repetitions)
|
|
133
|
+
- Random Pitch: 5-10% (adds slight detuning to each grain — shimmering)
|
|
134
|
+
- Filter: Lowpass around 6kHz (tames harshness from octave stacking)
|
|
135
|
+
- Result: Each echo is an octave higher than the last — builds a shimmering harmonic tower
|
|
136
|
+
|
|
137
|
+
**Alien texture generator (from Ableton blog):**
|
|
138
|
+
- Pitch: +5 or -7 (non-octave intervals create dissonance)
|
|
139
|
+
- Spray: 80-150ms (chaotic timing)
|
|
140
|
+
- Feedback: 70-85%
|
|
141
|
+
- Random Pitch: 20-40%
|
|
142
|
+
- Input: Any percussive source
|
|
143
|
+
- Result: A cloud of pitched, scattered, feeding-back grains that creates an organic, alien texture from simple source material
|
|
144
|
+
|
|
145
|
+
---
|
|
146
|
+
|
|
147
|
+
## Creative Delay Chains
|
|
148
|
+
|
|
149
|
+
### The Dub Space (Return Track)
|
|
150
|
+
1. Delay (Repitch mode, Ping Pong, 3/16 time, Feedback 65%, Filter 800Hz/Width 5, Mod 0.2Hz/Dly<Mod 12%/Filter<Mod 20%)
|
|
151
|
+
2. Reverb (Decay 4s, Diffusion 70%, Chorus 0.02Hz/0.15, ER Spin 0.2Hz/3.5)
|
|
152
|
+
3. EQ Eight (HP at 200Hz, gentle -2dB shelf above 6kHz)
|
|
153
|
+
|
|
154
|
+
### The Shimmer Space (Return Track)
|
|
155
|
+
1. Grain Delay (Pitch +12, Time 45ms, Feedback 72%, Spray 20ms)
|
|
156
|
+
2. Reverb (Decay 6s, Diffusion 85%, Freeze OFF)
|
|
157
|
+
3. Auto Filter (Lowpass 5kHz, gentle slope — tames the octave buildup)
|
|
158
|
+
|
|
159
|
+
### The Chaos Delay (for WTF moments)
|
|
160
|
+
1. Echo (Time 3/16, Feedback 80%, Wobble 30%, Reverb 40%, Noise 15%)
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2. Frequency Shifter (Ring mode, Freq 0.5-2 Hz — very slow shifting)
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3. Use as a send — brief bursts only (1-2 beats), then pull the send back to zero
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# Spectral & Experimental Effects — Deep Parameter Knowledge
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These are Live's most unique devices — they operate in the frequency domain rather than the time domain. They don't just process sound — they transform it into something fundamentally different.
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## Spectral Resonator
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Turns any input into a pitched, resonant instrument. The input excites a bank of tuned resonators — like hitting a piano with a drum stick.
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### Core Concept
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Feed ANY sound (drums, noise, speech) into Spectral Resonator and it becomes pitched and tonal. The input's dynamics and rhythm are preserved, but the frequencies are replaced by the resonator's tuning.
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### Key Parameters
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**Frequency / MIDI Input:** The fundamental pitch of the resonators. Can be controlled by MIDI — play notes and the resonators retune in real-time. THIS is the key creative feature: drum loops become melodic patterns.
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**Decay:** How long the resonators ring. Short (10-50ms) = percussive, plucky. Medium (100-500ms) = piano/mallet-like. Long (1-5s) = pad/drone-like.
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**Partials:** How many resonant frequencies are generated.
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- 1-4: Simple, clear tones
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- 8-16: Complex, bell-like harmonics
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- 32-64: Dense, almost reverb-like harmonic clouds
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**Stretch:** Shifts the spacing of the partials.
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- 100% = natural harmonic series
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- Below 100% = compressed harmonics (metallic, inharmonic — bell/gamelan character)
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- Above 100% = stretched harmonics (bright, airy)
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- 50% = octaves only (hollow, organ-like)
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- 200% = extreme stretch (very bright, almost white noise-like)
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**Fine Shift:** Detunes all partials together. Even small amounts (1-5%) add chorusing and width. Large amounts (10-30%) create obvious detuning — dissonant, experimental.
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### Creative Applications
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**Turn drums into a melodic instrument:**
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1. Route a drum loop into Spectral Resonator
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2. Set to MIDI input
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3. Play a chord — the drums now play that chord, with the rhythm of the original drums
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4. Adjust Decay: short for rhythmic melodic percussion, long for pad-like drones
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5. Post-process: Reverb → subtle distortion
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**Vocal formants on synths:**
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1. Route a synth pad into Spectral Resonator
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2. Set Stretch to 80-90% and Decay to 200-400ms
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3. Adjust Partials to 8-12
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4. Modulate Frequency with a slow LFO — creates formant-shifting, vowel-like sounds
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5. This is a simplified version of what SOPHIE did with vocal processing
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**Metallic texture from noise:**
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1. White noise → Spectral Resonator
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2. Stretch: 40-60% (highly inharmonic — metallic)
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3. Partials: 16-32
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4. Decay: 50-150ms (percussive metallic hits)
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5. MIDI-controlled pitch — play metallic melodies from pure noise
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---
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## Spectral Time
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Two effects in one: spectral delay (different delay times per frequency band) and spectral freeze.
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### Spectral Delay Mode
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Each frequency bin gets its own delay time. This means the lows can be delayed differently from the highs, creating impossible spectral smearing.
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**Delay Time / Tilt / Spray:**
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- **Time:** Overall delay
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- **Tilt:** Positive = highs delayed more than lows (creates rising spectral sweep). Negative = lows delayed more (creates falling sweep).
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- **Spray:** Randomizes the per-bin delay times — creates a spectral scatter that's unlike any normal delay
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**Feedback:** Creates spectral echo buildup. At high values with Tilt, the feedback builds up in specific frequency regions — creates evolving, shifting spectral clouds.
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### Freeze Mode
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Captures a spectral snapshot and holds it — but unlike Reverb Freeze, you can manipulate the frozen spectrum:
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- **Resolution:** How many spectral bins are captured — more = higher fidelity
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- **Fade In/Out:** How the freeze crossfades
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- Automate Freeze on/off in rhythm — capture → hold → release → capture new content
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### Creative Applications
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**Arca-style spectral wash:**
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1. Spectral Time in Delay mode on a pad or vocal
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2. Tilt: 40-60% (highs smear, lows stay tight)
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3. Spray: 30-50% (randomize the smearing)
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4. Feedback: 50-70% (build up the spectral wash)
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5. Result: The sound dissolves into a spectral cloud while maintaining rhythmic energy in the lows
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**Rhythmic spectral freeze:**
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1. Spectral Time in Freeze mode on a drum loop
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2. Automate Freeze: ON for 1 bar, OFF for 1 bar
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3. While frozen, the captured spectrum sustains — creates a drone from drum content
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4. When released, the live drums return
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5. Alternating between frozen and live creates hypnotic section contrast
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---
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## Spectral Blur
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Creates reverb-like effects from spectral blurring. A user-defined frequency range is smeared into a dense cloud.
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### Key Parameters
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**Freq Range (Start / End):** Which frequencies get blurred. This is the key creative control:
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- Full range (20Hz-20kHz): Everything blurs — wall of sound
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- Narrow band (e.g., 200-800Hz): Only the mids blur — creates a focused tonal cloud while leaving bass and highs clear
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- High only (4kHz-20kHz): Shimmer effect — highs smear into a bright haze while lows and mids stay tight
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**Halo:** Length of the blur grains. Short (10-50ms) = subtle smearing, almost like a room reverb. Long (200-500ms+) = extreme, drone-like blur.
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**Residual:** Level of the unblurred signal mixed back in. At 0%, only the blur is heard. At 50%, half blur / half original. At 100%, full original with blur layered on top.
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**Freeze:** Same concept as Spectral Time — captures and holds the blurred spectrum.
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### Creative Applications
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**Selective frequency smearing:**
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1. Spectral Blur on a busy mix element
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2. Range: 800Hz - 3kHz (only mid frequencies)
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3. Halo: 150-300ms
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4. Residual: 60-80% (mostly original, with mid-frequency blur)
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5. Result: The mids develop a "halo" while bass and highs stay precise — creates depth without muddiness
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**Frozen harmonic drone:**
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1. Spectral Blur on any input (even a single hit)
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2. Full frequency range
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3. Halo: 500ms+
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4. Freeze ON after a resonant hit
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5. Result: A sustained drone built from the spectral content of one moment
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---
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## Resonators
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Five tuned resonators excited by the input signal. Creates pitched, metallic, or tonal resonance from any source.
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### Key Parameters
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**Note / Fine:** Tuning of each resonator. Key insight: tune them to a chord:
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- Resonator I: Root (C3)
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- Resonator II: Third (E3)
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- Resonator III: Fifth (G3)
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- Resonator IV: Octave (C4)
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- Resonator V: Minor seventh (Bb3)
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- Now ANY input (drums, noise, speech) becomes harmonized in that chord
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**Decay:** How long each resonator rings. Short = percussive. Long = sustaining drone.
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**Color:** Brightness of the resonance. Low = dark, warm. High = bright, metallic.
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**Filter (Input):** Filters what frequencies excite the resonators:
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- Lowpass: Only bass/mid content triggers resonance — warm, round
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- Highpass: Only high content triggers resonance — bright, metallic
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- Bandpass: Specific frequency range — focused, precise excitation
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### Creative Applications
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**Auto Shift + Resonators (from Ableton 12.1 tutorial):**
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1. Audio input → Auto Shift (pitch tracking + correction)
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2. Auto Shift MIDI output → Resonators (controls tuning)
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3. Result: The resonators retune in real-time to match the pitch of the incoming audio — creates a harmonized, resonant shadow of whatever passes through
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**Drum-to-melody conversion:**
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1. Drum loop → Resonators (tuned to a chord)
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2. Short decay (20-50ms) so resonance is percussive
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3. Color high (70-80%) for metallic character
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4. Mix with original drums for pitched percussion overlay
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5. Automate Note parameter to change the chord every 8 bars — drums play different harmonies
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---
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## Corpus
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Physical modeling resonator — simulates the vibration of physical objects: tubes, plates, membranes, strings.
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### Types
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**Beam / Marimba / String / Membrane / Plate / Tube / Pipe**
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Each type has different resonant behavior:
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- **Beam/Marimba:** Bright, percussive. Good for turning any hit into a mallet instrument.
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- **String:** Sustained, warm. Creates bowed or plucked string-like resonance.
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- **Membrane:** Drum-head resonance. Adds body and tone to drum sounds.
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- **Plate:** Bright, dense, long decay. Creates plate-reverb-like effects.
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- **Tube/Pipe:** Hollow, wind-instrument-like. Adds breathy, airy character.
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### Key Parameters
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**Tune / Fine:** Pitch of the resonator. Crucial: the resonance only works musically when tuned to match the song's key.
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**Decay:** How long it rings. Combined with the type, this determines if the sound is percussive or sustained.
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**Brightness:** High-frequency content of the resonance.
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**Ratio:** Changes the ratio of the partials — makes the resonance more or less metallic.
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### Creative Application
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**Physical body for electronic sounds:**
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1. Dry synth stab → Corpus (Plate type)
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2. Tune to match the synth's pitch
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3. Decay 200-500ms
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4. Dry/Wet 30-40%
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5. Result: The synth stab gains a physical, wooden/metallic body — it sounds like it exists in a physical space. This is the difference between "electronic sound" and "electronic sound played through a physical object."
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---
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## Vocoder
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Imposes the spectral shape of one signal (modulator — usually voice) onto another (carrier — usually synth).
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### Creative Uses Beyond Vocals
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**Drum-shaped synths:**
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1. Carrier: Sustained pad or synth chord
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2. Modulator: Drum loop
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3. The synth's timbre is shaped by the drum's dynamics — it "speaks" the rhythm of the drums while maintaining the pitch of the synth
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**Noise-to-speech:**
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1. Carrier: White noise
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2. Modulator: Spoken word / vocal
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3. Bands: 16-40 for intelligibility
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4. The noise "speaks" with the vocal's spectral shape — creates whispered, ghost-like speech
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**Cross-synthesis between any two signals:**
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1. Carrier: Signal A (e.g., a pad)
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2. Modulator: Signal B (e.g., a different pad or a recording)
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3. Creates a hybrid that has Signal A's pitch but Signal B's spectral character
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4. This is the foundation of spectral morphing between sounds
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