livepilot 1.9.24 → 1.10.1
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/.claude-plugin/marketplace.json +3 -3
- package/AGENTS.md +3 -3
- package/CHANGELOG.md +223 -0
- package/CONTRIBUTING.md +2 -2
- package/LICENSE +62 -21
- package/README.md +291 -276
- package/bin/livepilot.js +87 -0
- package/installer/codex.js +147 -0
- package/livepilot/.Codex-plugin/plugin.json +2 -2
- package/livepilot/.claude-plugin/plugin.json +2 -2
- package/livepilot/skills/livepilot-arrangement/SKILL.md +18 -1
- package/livepilot/skills/livepilot-core/SKILL.md +22 -5
- 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/overview.md +13 -9
- 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-devices/SKILL.md +39 -4
- package/livepilot/skills/livepilot-evaluation/references/capability-modes.md +1 -1
- package/livepilot/skills/livepilot-release/SKILL.md +23 -19
- package/livepilot/skills/livepilot-sample-engine/SKILL.md +105 -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 +45 -0
- package/livepilot/skills/livepilot-wonder/SKILL.md +17 -0
- package/livepilot.mcpb +0 -0
- package/m4l_device/livepilot_bridge.js +1 -1
- package/manifest.json +4 -4
- package/mcp_server/__init__.py +1 -1
- package/mcp_server/atlas/__init__.py +357 -0
- package/mcp_server/atlas/device_atlas.json +44067 -0
- package/mcp_server/atlas/enrichments/__init__.py +111 -0
- package/mcp_server/atlas/enrichments/audio_effects/auto_filter.yaml +162 -0
- package/mcp_server/atlas/enrichments/audio_effects/beat_repeat.yaml +183 -0
- package/mcp_server/atlas/enrichments/audio_effects/channel_eq.yaml +126 -0
- package/mcp_server/atlas/enrichments/audio_effects/chorus_ensemble.yaml +149 -0
- package/mcp_server/atlas/enrichments/audio_effects/color_limiter.yaml +109 -0
- package/mcp_server/atlas/enrichments/audio_effects/compressor.yaml +159 -0
- package/mcp_server/atlas/enrichments/audio_effects/convolution_reverb.yaml +143 -0
- package/mcp_server/atlas/enrichments/audio_effects/convolution_reverb_pro.yaml +178 -0
- package/mcp_server/atlas/enrichments/audio_effects/delay.yaml +151 -0
- package/mcp_server/atlas/enrichments/audio_effects/drum_buss.yaml +142 -0
- package/mcp_server/atlas/enrichments/audio_effects/dynamic_tube.yaml +147 -0
- package/mcp_server/atlas/enrichments/audio_effects/echo.yaml +167 -0
- package/mcp_server/atlas/enrichments/audio_effects/eq_eight.yaml +148 -0
- package/mcp_server/atlas/enrichments/audio_effects/eq_three.yaml +121 -0
- package/mcp_server/atlas/enrichments/audio_effects/erosion.yaml +103 -0
- package/mcp_server/atlas/enrichments/audio_effects/filter_delay.yaml +173 -0
- package/mcp_server/atlas/enrichments/audio_effects/gate.yaml +130 -0
- package/mcp_server/atlas/enrichments/audio_effects/gated_delay.yaml +133 -0
- package/mcp_server/atlas/enrichments/audio_effects/glue_compressor.yaml +142 -0
- package/mcp_server/atlas/enrichments/audio_effects/grain_delay.yaml +141 -0
- package/mcp_server/atlas/enrichments/audio_effects/hybrid_reverb.yaml +160 -0
- package/mcp_server/atlas/enrichments/audio_effects/limiter.yaml +97 -0
- package/mcp_server/atlas/enrichments/audio_effects/multiband_dynamics.yaml +174 -0
- package/mcp_server/atlas/enrichments/audio_effects/overdrive.yaml +119 -0
- package/mcp_server/atlas/enrichments/audio_effects/pedal.yaml +145 -0
- package/mcp_server/atlas/enrichments/audio_effects/phaser_flanger.yaml +161 -0
- package/mcp_server/atlas/enrichments/audio_effects/redux.yaml +114 -0
- package/mcp_server/atlas/enrichments/audio_effects/reverb.yaml +190 -0
- package/mcp_server/atlas/enrichments/audio_effects/roar.yaml +159 -0
- package/mcp_server/atlas/enrichments/audio_effects/saturator.yaml +146 -0
- package/mcp_server/atlas/enrichments/audio_effects/shifter.yaml +154 -0
- package/mcp_server/atlas/enrichments/audio_effects/spectral_resonator.yaml +141 -0
- package/mcp_server/atlas/enrichments/audio_effects/spectral_time.yaml +164 -0
- package/mcp_server/atlas/enrichments/audio_effects/vector_delay.yaml +140 -0
- package/mcp_server/atlas/enrichments/audio_effects/vinyl_distortion.yaml +141 -0
- package/mcp_server/atlas/enrichments/instruments/analog.yaml +222 -0
- package/mcp_server/atlas/enrichments/instruments/bass.yaml +202 -0
- package/mcp_server/atlas/enrichments/instruments/collision.yaml +150 -0
- package/mcp_server/atlas/enrichments/instruments/drift.yaml +167 -0
- package/mcp_server/atlas/enrichments/instruments/electric.yaml +137 -0
- package/mcp_server/atlas/enrichments/instruments/emit.yaml +163 -0
- package/mcp_server/atlas/enrichments/instruments/meld.yaml +164 -0
- package/mcp_server/atlas/enrichments/instruments/operator.yaml +197 -0
- package/mcp_server/atlas/enrichments/instruments/poli.yaml +192 -0
- package/mcp_server/atlas/enrichments/instruments/sampler.yaml +218 -0
- package/mcp_server/atlas/enrichments/instruments/simpler.yaml +217 -0
- package/mcp_server/atlas/enrichments/instruments/tension.yaml +156 -0
- package/mcp_server/atlas/enrichments/instruments/tree_tone.yaml +162 -0
- package/mcp_server/atlas/enrichments/instruments/vector_fm.yaml +165 -0
- package/mcp_server/atlas/enrichments/instruments/vector_grain.yaml +166 -0
- package/mcp_server/atlas/enrichments/instruments/wavetable.yaml +162 -0
- package/mcp_server/atlas/enrichments/midi_effects/arpeggiator.yaml +156 -0
- package/mcp_server/atlas/enrichments/midi_effects/bouncy_notes.yaml +93 -0
- package/mcp_server/atlas/enrichments/midi_effects/chord.yaml +147 -0
- package/mcp_server/atlas/enrichments/midi_effects/melodic_steps.yaml +97 -0
- package/mcp_server/atlas/enrichments/midi_effects/note_echo.yaml +108 -0
- package/mcp_server/atlas/enrichments/midi_effects/note_length.yaml +97 -0
- package/mcp_server/atlas/enrichments/midi_effects/pitch.yaml +76 -0
- package/mcp_server/atlas/enrichments/midi_effects/random.yaml +117 -0
- package/mcp_server/atlas/enrichments/midi_effects/rhythmic_steps.yaml +103 -0
- package/mcp_server/atlas/enrichments/midi_effects/scale.yaml +83 -0
- package/mcp_server/atlas/enrichments/midi_effects/step_arp.yaml +112 -0
- package/mcp_server/atlas/enrichments/midi_effects/velocity.yaml +119 -0
- package/mcp_server/atlas/enrichments/utility/amp.yaml +159 -0
- package/mcp_server/atlas/enrichments/utility/cabinet.yaml +109 -0
- package/mcp_server/atlas/enrichments/utility/corpus.yaml +150 -0
- package/mcp_server/atlas/enrichments/utility/resonators.yaml +131 -0
- package/mcp_server/atlas/enrichments/utility/spectrum.yaml +63 -0
- package/mcp_server/atlas/enrichments/utility/tuner.yaml +51 -0
- package/mcp_server/atlas/enrichments/utility/utility.yaml +136 -0
- package/mcp_server/atlas/enrichments/utility/vocoder.yaml +160 -0
- package/mcp_server/atlas/scanner.py +236 -0
- package/mcp_server/atlas/tools.py +224 -0
- package/mcp_server/composer/__init__.py +1 -0
- package/mcp_server/composer/engine.py +532 -0
- package/mcp_server/composer/layer_planner.py +427 -0
- package/mcp_server/composer/prompt_parser.py +329 -0
- package/mcp_server/composer/sample_resolver.py +153 -0
- package/mcp_server/composer/tools.py +211 -0
- package/mcp_server/connection.py +53 -8
- package/mcp_server/corpus/__init__.py +377 -0
- package/mcp_server/device_forge/__init__.py +1 -0
- package/mcp_server/device_forge/builder.py +377 -0
- package/mcp_server/device_forge/models.py +142 -0
- package/mcp_server/device_forge/templates.py +483 -0
- package/mcp_server/device_forge/tools.py +162 -0
- package/mcp_server/m4l_bridge.py +1 -0
- package/mcp_server/memory/taste_accessors.py +47 -0
- package/mcp_server/preview_studio/engine.py +9 -2
- package/mcp_server/preview_studio/tools.py +78 -35
- package/mcp_server/project_brain/tools.py +34 -0
- package/mcp_server/runtime/capability_probe.py +21 -2
- package/mcp_server/runtime/execution_router.py +184 -38
- package/mcp_server/runtime/live_version.py +102 -0
- package/mcp_server/runtime/mcp_dispatch.py +46 -0
- package/mcp_server/runtime/remote_commands.py +13 -5
- package/mcp_server/runtime/tools.py +66 -29
- package/mcp_server/sample_engine/__init__.py +1 -0
- package/mcp_server/sample_engine/analyzer.py +216 -0
- package/mcp_server/sample_engine/critics.py +390 -0
- package/mcp_server/sample_engine/models.py +193 -0
- package/mcp_server/sample_engine/moves.py +127 -0
- package/mcp_server/sample_engine/planner.py +186 -0
- package/mcp_server/sample_engine/slice_workflow.py +190 -0
- package/mcp_server/sample_engine/sources.py +540 -0
- package/mcp_server/sample_engine/techniques.py +908 -0
- package/mcp_server/sample_engine/tools.py +545 -0
- package/mcp_server/semantic_moves/__init__.py +3 -0
- package/mcp_server/semantic_moves/device_creation_moves.py +237 -0
- package/mcp_server/semantic_moves/mix_moves.py +8 -8
- package/mcp_server/semantic_moves/models.py +7 -7
- package/mcp_server/semantic_moves/performance_moves.py +4 -4
- package/mcp_server/semantic_moves/sample_compilers.py +377 -0
- package/mcp_server/semantic_moves/sound_design_moves.py +4 -4
- package/mcp_server/semantic_moves/tools.py +63 -10
- package/mcp_server/semantic_moves/transition_moves.py +4 -4
- package/mcp_server/server.py +71 -1
- package/mcp_server/session_continuity/tracker.py +4 -1
- package/mcp_server/sound_design/critics.py +89 -1
- package/mcp_server/splice_client/__init__.py +1 -0
- package/mcp_server/splice_client/client.py +347 -0
- package/mcp_server/splice_client/models.py +96 -0
- package/mcp_server/splice_client/protos/__init__.py +1 -0
- package/mcp_server/splice_client/protos/app_pb2.py +319 -0
- package/mcp_server/splice_client/protos/app_pb2.pyi +1153 -0
- package/mcp_server/splice_client/protos/app_pb2_grpc.py +1946 -0
- package/mcp_server/tools/_conductor.py +16 -0
- package/mcp_server/tools/_planner_engine.py +24 -0
- package/mcp_server/tools/analyzer.py +2 -0
- package/mcp_server/tools/arrangement.py +69 -0
- package/mcp_server/tools/automation.py +15 -2
- package/mcp_server/tools/devices.py +117 -6
- package/mcp_server/tools/notes.py +37 -4
- package/mcp_server/tools/planner.py +3 -0
- package/mcp_server/wonder_mode/diagnosis.py +5 -0
- package/mcp_server/wonder_mode/engine.py +144 -14
- package/mcp_server/wonder_mode/tools.py +33 -1
- package/package.json +14 -4
- package/remote_script/LivePilot/__init__.py +8 -1
- package/remote_script/LivePilot/arrangement.py +114 -0
- package/remote_script/LivePilot/browser.py +56 -1
- package/remote_script/LivePilot/devices.py +246 -6
- package/remote_script/LivePilot/mixing.py +8 -3
- package/remote_script/LivePilot/server.py +5 -1
- package/remote_script/LivePilot/transport.py +3 -0
- package/remote_script/LivePilot/version_detect.py +78 -0
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# Genre-Specific Effect Chains & Artist Techniques
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## Dub Techno (Basic Channel, Deepchord, Echospace)
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### The Dub Chord (fundamental technique)
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1. **Source:** Analog or Drift — short chord stab (attack 0ms, decay 80-150ms, sustain 20%)
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2. **Filter:** Lowpass at 300-600Hz (dark, submerged)
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3. **Echo:** Ping Pong, 3/16 time, Feedback 65-75%, Repitch mode, Wobble 15%
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4. **Reverb:** (on return) Decay 5-8s, Chorus 0.02Hz, ER Spin 0.2Hz
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5. **The key:** The delay tail IS the pad. The source stab is just the trigger. Open the delay filter slowly over 32 bars — the chord "wakes up."
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### The Dusty Loop
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1. **Drum source** → Vinyl Distortion (Tracing 20%, Crackle 8%)
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2. → Auto Filter (Lowpass, 4kHz, Res 15%, LFO at 0.08Hz depth 10%)
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3. → Reverb send (35-45%) with long decay
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4. → Result: Drums sound like they're playing on a worn record in a concrete room
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### The Sub Breath
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1. **Analog:** Sine osc, -2 octave, mono, glide ON
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2. **F1:** LP24, Freq 28%, F1 Freq < Env 30%, Fast attack, 200ms decay
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3. → Drum Buss (Boom at 60%, Freq 52Hz)
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4. → Saturator (Analog Clip, Drive 5dB)
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5. → Result: Sub bass that "breathes" — each note has a momentary brightness then settles into deep sub
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---
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## Minimal Techno (Villalobos, Perlon, Kompakt)
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### Micro-Groove Percussion
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1. **Operator:** Algorithm 1, Osc A Sine 8bit, Osc B Sine Coarse 5 Fine 70
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2. Short envelopes (30-80ms decay on all)
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3. Pitch Env: +12st, 15ms decay
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4. → Erosion (12%, 8kHz) — adds digital texture
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5. → Auto Filter (Bandpass, 1.5kHz, Res 40%, LFO at 0.1Hz depth 8%)
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6. **Sequence:** Off-grid 32nd notes with varying velocity (40-100)
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7. **Pan:** Random per hit (±30%)
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### The Organic Filter Sweep
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1. **Any pad or texture** → Auto Filter (Lowpass, OSR circuit)
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2. Freq: Automated with Perlin/brownian noise curve over 32-64 bars
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3. Res: 35-50% (enough to hear the sweep, not enough to ring)
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4. Env Amount: 15-25% (filter follows the input dynamics slightly)
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5. **LFO:** 0.05-0.15 Hz, Amount 8-12% (micro-breathing on top of the macro sweep)
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6. **Result:** A filter movement that feels like a human hand slowly turning a knob — not a computer drawing a line
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---
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## SOPHIE / PC Music / Hyperpop
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### The Plastic Bass
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1. **Wavetable:** Digital wavetable, Position 80%, Osc Effect = Sync at 60%
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2. Filter: Lowpass, OSR circuit, Freq 50%, Res 65%
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3. Pitch Env: +24st, Decay 40-60ms (the "zap")
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4. → Saturator (Sinoid Fold, Drive 15-20dB, Color +30%)
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5. → Erosion (Wide Noise, 25%, Freq 6kHz)
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6. → Redux (Bit 8, Sample Rate 4x) at Dry/Wet 25%
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7. **Result:** Bubbly, metallic, hyperreal bass that sounds like liquid plastic
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### The Maximal OTT Wall
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1. **Any synth chord** → Multiband Dynamics (OTT preset)
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2. Stack 10-30 instances (yes, really)
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3. Insert different effects between some instances:
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- Between #5 and #6: Phaser-Flanger (Phaser mode, Rate 0.3Hz)
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- Between #15 and #16: Chorus-Ensemble (Rate 0.5Hz)
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- Between #20 and #21: Frequency Shifter (Ring mode, 1.5Hz)
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4. Record the output as audio
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5. **Use the audio as source material** — chop, pitch, filter, process further
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6. This creates sounds that literally cannot be designed any other way
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### SOPHIE Distortion Chain
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1. **Source:** Simple sine wave at bass frequencies
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2. → Saturator (Sinoid Fold, Drive 18dB)
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3. → Roar (Multiband: Low=Tube 40%, Mid=Feedback 50%, High=BitReduce 30%)
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4. → Compressor (Fast attack, fast release — glues the chaos)
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5. → Auto Filter (Lowpass 3kHz, Res 50%, LFO 2Hz at 20%)
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6. **Result:** The simple sine becomes a living, morphing, metallic entity
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---
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## Arca / Experimental / Deconstructed
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### Warped Texture (Simpler stretch technique)
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1. Load ANY sample into Simpler → Switch to **Texture** mode
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2. Set Grain size to minimum, Flux to 50-80%
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3. Transpose ±12-24 semitones (extreme pitch shift)
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4. → Saturator (Soft Sine, 10-15dB)
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5. → Spectral Resonator (MIDI-controlled, Decay 300ms, Stretch 70%)
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6. → Grain Delay (Pitch -7, Spray 60ms, Feedback 55%)
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7. **Result:** Any source material becomes an alien, warped, pitched texture
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### Glitch Percussion
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1. **Operator:** Very short envelopes (5-30ms), multiple FM oscillators
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2. → Beat Repeat (1/32 or 1/64 interval, Chance 40%, Variation 60%)
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3. → Redux (Bit 6, Sample 4x, Dry/Wet 40%)
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4. → Grain Delay (very short time, Pitch ±random, Spray 30ms)
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5. Play rapid 64th note sequences with varying velocity
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6. **Result:** Stuttering, bitcrushed, granular percussion clouds
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---
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## Trap / 808 / Brazilian Bass
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### The Growling 808
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1. **Operator:** Osc A = Sine, Coarse 1
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2. AEG: Attack 0ms, Decay 1.9s, Sustain -10dB, Release 1.5s
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3. Pitch Env: +24st peak, 50ms decay (the "hit")
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4. Voices: 1 (Mono), Glide ON at 15%
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5. → Pedal (Fuzz mode, Gain 35%, Sub ON)
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6. → Saturator (Hard Curve, Drive 8dB)
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7. → EQ Eight: HP at 30Hz (clean sub), gentle boost at 80-120Hz
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8. **Result:** Fat sub with audible harmonics and the growl that cuts on small speakers
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### The Multiband 808 (trap producer technique)
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1. 808 source → Audio Effect Rack with two chains:
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- Chain A: Utility (Mono) → nothing else (clean sub, mono below 120Hz)
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- Chain B: EQ Eight (HP at 120Hz) → Chorus-Ensemble (subtle) → Delay (1ms L / 10ms R, 0% feedback, 100% wet — Haas effect for width)
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2. Zone the chains: Chain A receives only frequencies below 120Hz, Chain B above
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3. **Result:** Mono sub for club systems + wide harmonics for stereo interest
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### Brazilian Bass (baile funk distortion)
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1. **808 or sub bass** → Saturator (Digital Clip, Drive 12-18dB)
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2. → Roar (Serial: Stage 1=Tube 40%, Stage 2=Gate 30%, Stage 3=Tube 20%)
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3. → Compressor (aggressive — ratio 8:1, fast attack, auto release)
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4. → Drum Buss (Drive 30%, Crunch Medium 50%, Boom 60% at 55Hz)
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5. **Result:** Hyper-compressed, distorted, chest-rattling bass that's characteristic of Brazilian electronic music
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---
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## Ambient / Drone / Film Score
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### The Infinite Shimmer
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1. **Any source** → send to Return with:
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2. Grain Delay (Pitch +12, Time 40ms, Feedback 75%, Spray 20ms)
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3. → Reverb (Decay 8-12s, Diffusion 90%, Chorus ON at 0.03Hz)
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4. → Auto Filter (Lowpass 4kHz, gentle slope — prevents shimmer from getting harsh)
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5. Send at 30-40% — source stays dry, shimmer builds in the return
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6. **Automate send** to increase over 32 bars — sound gradually dissolves into shimmer
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### The Drone Machine
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1. **Short percussive hit** → Spectral Blur (Full range, Halo 500ms+, Freeze ON)
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2. → Resonators (tuned to root + fifth, Decay 2-5s)
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3. → Reverb (Decay 10-15s, Freeze ON)
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4. One hit becomes an infinite evolving drone
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5. **Modulate** Spectral Blur Freeze on/off to capture new content periodically
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### Film Score Tension
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1. **Collision** (Mallet exciting Membrane, Decay 3-5s)
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2. → Spectral Time (Spectral Delay, Tilt 40%, Spray 20%, Feedback 60%)
|
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3. → Roar (Parallel: Stage 1=Feedback 20%, Stage 2=Dispersion 30%)
|
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|
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4. → Convolution Reverb with large hall IR
|
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5. Play low, sparse notes — each one evolves into a complex, tense texture
|
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6. **This is the Jason Graves technique** (Dead Space composer) for horror/tension scoring
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|
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+
---
|
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## Warp Records / IDM (Aphex Twin, Autechre, Boards of Canada)
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### The Aphex Glitch
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1. **Any drum sample** → Load into Simpler (Classic mode)
|
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2. Sequence with 64th and 128th notes (grid at minimum)
|
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3. Vary velocity wildly (30-127)
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4. → Beat Repeat (1/32, Grid 1/32, Chance 25%)
|
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5. → Redux (Bit 8, Sample 8x, Dry/Wet 30%)
|
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|
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6. → Auto Pan (Rate synced to 1/16, Amount 80% — extreme panning)
|
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|
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7. **Result:** Rapid-fire, bitcrushed, spatially scattered percussion — the IDM signature
|
|
166
|
+
|
|
167
|
+
### Boards of Canada Nostalgia
|
|
168
|
+
1. **Any synth pad** → Vinyl Distortion (Tracing 30%, Crackle 15%, Pinch 10%)
|
|
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|
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2. → Auto Filter (Lowpass 3kHz, LFO 0.06Hz at 15% — very slow filter drift)
|
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|
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3. → Chorus-Ensemble (Rate 0.3Hz, Amount 30%, Dry/Wet 25%)
|
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|
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4. → Reverb (short decay 1.5s, high diffusion — tight room)
|
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5. Detune the synth by 5-10 cents (deliberately out of tune)
|
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6. **Result:** Warm, warbly, nostalgic pad that sounds like it was recorded on deteriorating tape in the 1970s
|
|
@@ -0,0 +1,211 @@
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|
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1
|
+
# Creative Thinking Patterns for Sound Design
|
|
2
|
+
|
|
3
|
+
This reference teaches HOW to think about sound, not WHAT knobs to turn. A master producer doesn't think "set Filter 1 Freq to 0.45" — they think "this needs to feel like it's underwater" and then know which parameters create that sensation.
|
|
4
|
+
|
|
5
|
+
## Part 1: Emotional-to-Technical Mapping
|
|
6
|
+
|
|
7
|
+
When a user describes what they WANT with emotional language, translate it to specific technical actions:
|
|
8
|
+
|
|
9
|
+
### Tension & Anxiety
|
|
10
|
+
- **High-resonance filter sweep slowly rising** — the ear perceives rising pitch as increasing danger
|
|
11
|
+
- **Detuned oscillators** (±5-15 cents) — beating frequencies create unease
|
|
12
|
+
- **Sub-bass rumble** just below consciousness (25-40Hz, very low volume) — felt more than heard
|
|
13
|
+
- **Silence before the drop** — sudden removal of ALL reverb and delay for 2-4 beats is more tense than any sound
|
|
14
|
+
- **Dissonant intervals** — minor 2nds, tritones, minor 9ths in pad chords
|
|
15
|
+
- **Irregular rhythm** — remove one hat hit from a 16-step pattern. The gap creates tension.
|
|
16
|
+
- **Feedback on the edge** — delay feedback at 82-88%, the echoes almost but don't quite run away
|
|
17
|
+
|
|
18
|
+
### Warmth & Comfort
|
|
19
|
+
- **Even harmonics** — Saturator with Base parameter shifted (asymmetric distortion), tube-style Roar, Vinyl Distortion Tracing
|
|
20
|
+
- **Low-mid emphasis** (200-500Hz) — gentle boost in this range = perceived warmth
|
|
21
|
+
- **Slow filter modulation** — LP filter opening/closing at breathing rate (0.1-0.3 Hz)
|
|
22
|
+
- **Detuned unison** (2-5 cents) — creates chorus-like warmth without obvious effect
|
|
23
|
+
- **Long reverb tails** with high diffusion — wraps the sound in space
|
|
24
|
+
- **Soft attack** on everything — round the transients with compressor attack 10-30ms
|
|
25
|
+
|
|
26
|
+
### Nostalgia
|
|
27
|
+
- **Bit reduction** — Redux at 10-14 bit recreates the feel of older digital gear
|
|
28
|
+
- **Vinyl Distortion** — Tracing 20-30%, Crackle 8-15%
|
|
29
|
+
- **Lowpass at 3-5kHz** — removes modern "sparkle," creates vintage character
|
|
30
|
+
- **Slight pitch instability** — Drift parameter high (40-60%) or chorus with slow rate
|
|
31
|
+
- **Tape saturation** — Roar Tape mode at 15-25%
|
|
32
|
+
- **Detuning** — everything 3-8 cents flat sounds "older"
|
|
33
|
+
|
|
34
|
+
### Vastness / Space / Awe
|
|
35
|
+
- **Shimmer reverb** — Grain Delay (+12 pitch, short time, high feedback) → long Reverb
|
|
36
|
+
- **Very long reverb** (8-15s decay) with low diffusion — distinct reflections = large space
|
|
37
|
+
- **Octave-up harmonics** in the delay return — creates ethereal height
|
|
38
|
+
- **Wide stereo** — elements panned hard L/R with different delay times (Haas effect)
|
|
39
|
+
- **Sub-bass drone** — low sustained note creates the feeling of physical scale
|
|
40
|
+
- **Silence in the center** — hard-pan everything, leave the center empty. The void = vastness.
|
|
41
|
+
|
|
42
|
+
### Danger / Aggression / Impact
|
|
43
|
+
- **Distortion with high-frequency emphasis** — Saturator Color positive, or Roar with bright stages
|
|
44
|
+
- **Fast LFO on filter** (4-16 Hz) — creates aggressive wobble
|
|
45
|
+
- **Pitch envelope on kick/bass** — +24st dropping to 0 in 20-50ms = impact
|
|
46
|
+
- **Compression with fast attack** destroying transients — everything becomes a wall
|
|
47
|
+
- **Redux** (Bit 4-6, Sample 4-8x) — digital destruction
|
|
48
|
+
- **Resonant filter at high Q** sweeping through frequencies = screaming
|
|
49
|
+
|
|
50
|
+
### Melancholy / Sadness
|
|
51
|
+
- **Minor chords** with slow attack envelopes (500ms-2s)
|
|
52
|
+
- **Reverb with high decay** and damped highs (HiShelf low) — dark, distant space
|
|
53
|
+
- **Pitch drift downward** over time — very slow pitch LFO (-2-5 cents over 16 bars)
|
|
54
|
+
- **Sparse arrangement** — fewer elements = more emotional weight per element
|
|
55
|
+
- **Echo with filtered feedback** — each repeat darker than the last
|
|
56
|
+
- **Detuned melody** — play the melody 5-10 cents flat
|
|
57
|
+
|
|
58
|
+
### Euphoria / Joy / Release
|
|
59
|
+
- **Open filter after long closed section** — the "reveal" moment
|
|
60
|
+
- **Add ALL elements simultaneously** after a breakdown — the impact of fullness
|
|
61
|
+
- **Major chord with unison spread** — Wavetable unison Classic or Position Spread at 40-60%
|
|
62
|
+
- **Bright reverb** — high diffusion, minimal damping, medium decay
|
|
63
|
+
- **Increasing tempo** subtly (0.5 BPM over 32 bars) — subconscious excitement
|
|
64
|
+
- **Harmonic richness** — add Saturator Soft Sine at 5-8dB to brighten without EQ
|
|
65
|
+
|
|
66
|
+
---
|
|
67
|
+
|
|
68
|
+
## Part 2: Physical World Modeling with Ableton Devices
|
|
69
|
+
|
|
70
|
+
Making electronic sounds feel like real-world materials.
|
|
71
|
+
|
|
72
|
+
### Water
|
|
73
|
+
- **Chorus-Ensemble** at very slow rate (0.1-0.3 Hz) with high depth — creates liquid pitch shifting
|
|
74
|
+
- **Grain Delay** with medium spray (30-50ms) and pitch 0 — disperses the sound like ripples
|
|
75
|
+
- **Spectral Blur** at medium-high range (2-8kHz) — creates a "splash" effect on transients
|
|
76
|
+
- **Reverb** with high density, medium decay, lots of early reflections — creates the sense of enclosed water
|
|
77
|
+
- **Frequency Shifter** at very low rate (0.1-0.5 Hz) — creates slow spectral movement like sunlight through water
|
|
78
|
+
|
|
79
|
+
### Metal
|
|
80
|
+
- **Corpus** (Plate or Beam type) — adds physical metallic resonance to any source
|
|
81
|
+
- **Resonators** tuned to inharmonic intervals (not octaves/fifths) — metallic partial series
|
|
82
|
+
- **Operator** with non-integer ratios (Osc B Coarse 7, Fine 130) — FM metallic tones
|
|
83
|
+
- **Spectral Resonator** with Stretch < 100% — compressed partials = gamelan/bell
|
|
84
|
+
- **High resonance filter** swept quickly — metallic ring
|
|
85
|
+
- **Redux** at Bit 6-8 — adds metallic digital artifacts
|
|
86
|
+
|
|
87
|
+
### Glass
|
|
88
|
+
- **Operator** with very high ratios (Coarse 11-15) and short envelopes — crystalline FM
|
|
89
|
+
- **Wavetable** "Digital" category with Sync oscillator effect — sharp, brittle harmonics
|
|
90
|
+
- **Reverb** with very high diffusion, short-medium decay — the sound of a glass room
|
|
91
|
+
- **Spectral Resonator** with high partials count (32+) and medium stretch — dense harmonic cloud
|
|
92
|
+
|
|
93
|
+
### Breath / Air
|
|
94
|
+
- **Noise** (in any synth) filtered with slow-moving bandpass — spectral noise = breathing
|
|
95
|
+
- **Erosion** Wide Noise at 8-12kHz, low amount — adds "air" to anything
|
|
96
|
+
- **Reverb** ER Spin with high amount — creates breathy early reflections
|
|
97
|
+
- **Auto Filter** with envelope follower — filter tracks the dynamics, creating breath-like opening/closing
|
|
98
|
+
- **Drift** with noise turned up to -30dB — barely audible but adds organic "air"
|
|
99
|
+
|
|
100
|
+
### Fire / Heat
|
|
101
|
+
- **Roar** in Feedback mode — self-oscillating, unpredictable, chaotic
|
|
102
|
+
- **Saturator** Sinoid Fold with automated drive — the waveshaping creates crackling, unstable harmonics
|
|
103
|
+
- **Noise** through a modulated bandpass with fast LFO — crackling texture
|
|
104
|
+
- **Grain Delay** with random pitch and high spray — scattered, unpredictable particles
|
|
105
|
+
- **Redux** with sample rate modulation — digital "crackle"
|
|
106
|
+
|
|
107
|
+
### Electricity / Current
|
|
108
|
+
- **Frequency Shifter** in Ring mode at 50-60Hz — creates mains hum undertone
|
|
109
|
+
- **Erosion** Sine mode at power-line frequency (50 or 60Hz) — electric buzz
|
|
110
|
+
- **Roar** Gate mode — creates sparked, interrupted signal
|
|
111
|
+
- **Very fast LFO** (20-50 Hz) on anything — creates buzzing modulation at audio rate
|
|
112
|
+
- **Redux** at extreme settings (Bit 2, Sample 16x) — creates pure square wave buzz
|
|
113
|
+
|
|
114
|
+
---
|
|
115
|
+
|
|
116
|
+
## Part 3: Musique Concrète in Ableton
|
|
117
|
+
|
|
118
|
+
The art of transforming recorded sounds into music. Schaeffer's principle: listen first, then manipulate.
|
|
119
|
+
|
|
120
|
+
### The Simpler Texture Workflow (Arca's Core Technique)
|
|
121
|
+
1. Load ANY audio into **Simpler** → switch to **Texture** mode
|
|
122
|
+
2. **Grain Size:** Minimum for glitchy fragmentation, maximum for smooth stretching
|
|
123
|
+
3. **Flux:** 0% = stable grains. 50-80% = organic random variation. 100% = complete chaos
|
|
124
|
+
4. **Transpose:** Extreme values (±12-24st) create alien transformations of familiar sources
|
|
125
|
+
5. Record the output as new audio → process further → repeat
|
|
126
|
+
6. Each generation of resampling creates something further from the source
|
|
127
|
+
|
|
128
|
+
### The Resampling Loop
|
|
129
|
+
1. Create a sound (any synth, any sample)
|
|
130
|
+
2. Process it (distortion, reverb, filter, spectral effects)
|
|
131
|
+
3. **Record the output** as new audio (resample)
|
|
132
|
+
4. Load the new audio back into Simpler or as a new clip
|
|
133
|
+
5. Process it differently
|
|
134
|
+
6. Repeat 3-5 times
|
|
135
|
+
7. By generation 3-4, the original source is unrecognizable — you have created something genuinely new
|
|
136
|
+
|
|
137
|
+
### Found Sound as Source Material
|
|
138
|
+
Any sound can become music:
|
|
139
|
+
- **Field recordings** → Spectral Resonator (pitched) → Reverb = environmental music
|
|
140
|
+
- **Voice recordings** → Simpler Texture mode → Grain Delay = alien vocal textures
|
|
141
|
+
- **Industrial noise** → Corpus (Membrane) → Auto Filter = pitched industrial percussion
|
|
142
|
+
- **Traffic sounds** → Spectral Blur → Resonators = urban drone
|
|
143
|
+
- **Kitchen sounds** → time-stretch 400% → filter → reverb = ambient textures
|
|
144
|
+
|
|
145
|
+
---
|
|
146
|
+
|
|
147
|
+
## Part 4: Temporal Thinking — How Sounds Evolve
|
|
148
|
+
|
|
149
|
+
Sounds are not static objects. They exist in time. Think about their life cycle:
|
|
150
|
+
|
|
151
|
+
### The Attack Question
|
|
152
|
+
Every sound starts somewhere. How it starts defines how it's perceived:
|
|
153
|
+
- **Hard attack** (0-5ms) = percussive, present, aggressive
|
|
154
|
+
- **Soft attack** (50-200ms) = pad-like, background, gentle
|
|
155
|
+
- **Reverse attack** = ghostly, otherworldly — reverse the audio, add reverb, reverse back
|
|
156
|
+
- **Delayed attack** = sounds that "swell in" create anticipation
|
|
157
|
+
|
|
158
|
+
### The Sustain Question
|
|
159
|
+
What happens while the sound is sounding?
|
|
160
|
+
- **Static sustain** = boring (the #1 sound design mistake)
|
|
161
|
+
- **Modulated sustain** = alive — filter breathing, pitch drift, amplitude variation
|
|
162
|
+
- **Evolving sustain** = interesting — wavetable position sweep, FM amount change, harmonic shift
|
|
163
|
+
- **Dying sustain** = musical — filter slowly closing, volume slowly decreasing, harmonics fading
|
|
164
|
+
|
|
165
|
+
### The Release Question
|
|
166
|
+
How the sound ends is as important as how it starts:
|
|
167
|
+
- **Short release** = tight, controlled, punchy
|
|
168
|
+
- **Long release with reverb** = spacious, emotional
|
|
169
|
+
- **Release into delay** = the sound echoes after dying, extending its presence
|
|
170
|
+
- **Release into silence** = the most powerful ending. The absence of the sound is louder than the sound.
|
|
171
|
+
|
|
172
|
+
### The Macro Arc
|
|
173
|
+
Over minutes, not milliseconds:
|
|
174
|
+
- **Bar 1:** A sound is dark, filtered, distant
|
|
175
|
+
- **Bar 32:** The same sound has opened up slightly — filter 10% higher
|
|
176
|
+
- **Bar 64:** The sound is now present, clear — filter at 50%
|
|
177
|
+
- **Bar 96:** The sound reaches its peak — filter fully open, reverb reduced, presence maximized
|
|
178
|
+
- **Bar 128:** The sound begins to recede — filter closing, reverb increasing, drifting away
|
|
179
|
+
- **Bar 160:** The sound is a ghost — filtered, distant, barely there
|
|
180
|
+
- This is one sound telling a complete emotional story over 8 minutes. Villalobos does this with EVERY element.
|
|
181
|
+
|
|
182
|
+
---
|
|
183
|
+
|
|
184
|
+
## Part 5: Anti-Patterns — What NOT to Do
|
|
185
|
+
|
|
186
|
+
### The Preset Trap
|
|
187
|
+
Loading a preset and using it as-is produces generic music. ALWAYS change at least 3 parameters from any preset. The preset is a starting point, not a destination.
|
|
188
|
+
|
|
189
|
+
### The Effect Stack Trap
|
|
190
|
+
Adding more effects doesn't make a sound more interesting — it makes it more processed. Before adding an effect, ask: "What am I trying to achieve?" If you can't answer in one sentence, don't add it.
|
|
191
|
+
|
|
192
|
+
### The Volume Trap
|
|
193
|
+
Making things louder doesn't make them better. If a sound doesn't work at -12dB, it won't work at 0dB — it'll just be louder AND bad. Design the sound at low volume. If it's compelling quiet, it'll be devastating loud.
|
|
194
|
+
|
|
195
|
+
### The Complexity Trap
|
|
196
|
+
The most powerful sounds are often the simplest — a sine wave with the right envelope and the right context can be more moving than a 12-layer pad. SOPHIE's most iconic sounds were built from single oscillators with extreme processing. Villalobos builds 9-minute journeys from 4-5 elements.
|
|
197
|
+
|
|
198
|
+
### The Symmetry Trap
|
|
199
|
+
Perfect symmetry sounds artificial. Human music is asymmetric:
|
|
200
|
+
- Don't quantize everything to the grid
|
|
201
|
+
- Don't make left and right channels identical
|
|
202
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- Don't make every bar the same length of filter sweep
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- Don't make the release the same length as the attack
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- Introduce tiny imperfections everywhere — that's what "organic" means
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### The Reference Trap
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Trying to copy another artist's sound exactly is a dead end. Instead:
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1. Identify what QUALITY you admire (the warmth, the space, the aggression)
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2. Identify what TECHNIQUE creates that quality
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3. Apply the technique to YOUR source material with YOUR aesthetic
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4. The result will be inspired by the reference but sound like you
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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):**
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- Mode: Multiband
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- Low band: Tube at 30% (warm, controlled sub)
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- Mid band: Feedback at 60% (screaming, metallic mids)
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- High band: Bit Reduction at 40% (crushed, digital highs)
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- Compressor: ON, fast attack, medium release (glues the destruction)
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- Feedback loop: 15-25% (add chaos)
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- Result: Controlled destruction where each frequency band has different character
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**Subtle analog warmth (Roar serial):**
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- Mode: Serial
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- Stage 1: Tape at 15% (gentle compression/saturation)
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- Stage 2: Tube at 10% (even harmonics)
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- Stage 3: Tape at 8% (final smoothing)
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- Compressor: OFF (or very gentle)
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- Result: Three gentle stages compound into rich, analog-sounding warmth without any obvious distortion
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---
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## Erosion
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High-frequency degradation — adds noise and artifacts to the upper spectrum. Updated in 12.4 with sine/noise blend control.
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### Key Parameters
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**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.
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**Amount:** Intensity. 5-15% is subtle texture. 30-50% is obvious degradation. 70%+ is destructive.
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**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.
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### Creative Applications
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**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.
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**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.
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---
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## Redux
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Bit reduction and sample rate reduction. The digital destruction device.
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### Key Parameters
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**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.
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**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.
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**Downsample Mode (Classic/Soft):** Classic creates hard steps (pure digital). Soft smooths the steps (warmer digital degradation).
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### Creative Applications
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**Glitch texture generator:** Redux (Bit 4, Sample 8x) → Resonators. The bitcrushed signal excites the resonators, creating pitched, metallic glitch textures.
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**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.
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---
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## Pedal
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Guitar amp pedal emulation with three modes. Simple but effective.
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**OD (Overdrive):** Mild clipping, warm. Good for subtle bass warmth (Gain 20-30%).
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**Distort:** Medium aggression. On drums at 30-40% gain: adds grit and punch without destroying dynamics.
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**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.
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**Sub button:** Preserves frequencies below ~120Hz from distortion. Essential for bass processing — distort the harmonics while keeping the sub clean.
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---
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## Drum Buss
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Purpose-built for drum processing. Three sections: Drive, Crunch, Boom (transient enhancer).
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**Drive:** Soft clipping on the drum bus. 15-30% adds weight and glue.
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**Crunch:** Three types — Soft, Medium, Hard. Applies distortion specifically to transients. Medium Crunch at 40-60% makes drums hit harder without changing the sustain.
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**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.
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**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.
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---
|
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## Vinyl Distortion
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Emulates vinyl record artifacts. Two sections: Tracing Model (groove distortion) and Crackle.
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**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.
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**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.
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**Pinch:** Creates a specific type of distortion related to record defects. At low values, subtle pitch/timing irregularities. At high values, obvious warping effects.
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### Creative Application
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**Lo-fi pad processing:** Vinyl Distortion (Tracing 25%, Crackle 10%) → Auto Filter (lowpass, 6kHz) → Reverb. Instant "sampled from an old record" character.
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---
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## The 30-OTT Technique (ZW Buckley / Experimental)
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From Ableton's own blog: chain 20-30 instances of Multiband Dynamics set to the OTT preset. This creates:
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1. Extreme multiband compression — micro-level dynamics become audible
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2. An all-pass filter effect from phase changes in each instance's crossover
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3. Completely unpredictable tonal transformation
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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.
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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.
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