The piece’s signature funky bass line was played by Hancock on an ARP Odyssey, as was one of the keyboard solos. The other keyboard solo was played on a Fender/Rhodes piano.
Odyssey solo goodness starts at 10.50
Audio interloper
The piece’s signature funky bass line was played by Hancock on an ARP Odyssey, as was one of the keyboard solos. The other keyboard solo was played on a Fender/Rhodes piano.
Odyssey solo goodness starts at 10.50
Following-on from a discussion about Kick drums on the Yahoo XL-7 group, I
revisited my template patch, made some changes, and uploaded the result in case anyone is interested
(Filename: JH_Sine_Kick_empty.zip).
The patch is in proteum xml format so you will need to fire-up this editor to load it.
I have left the instrument layers blank so that it work for you. For a start, just put a sine wave on layer 1 and your favourite kickmap on layer 2. Of course you can use the transpose function on layer 2 to change samples.
The patch works on 2 levels:
1. A sinewave linked to pitch envelope – 12 of the front knobs are dedicated to controlling this Sine so that you can easily produce 808ish kick drums with a solid fundamental, tuned to your needs.
2. A Kick map layered below, crossfadable with HPF and pitch-controllable. This opens-up enormous possibilities for designing your own unique kicks.
The two layers can be blended using just the front panel knobs, and are tuneable together and in the contect of you kit/pattern/song. In this scenario, the Kickmap provides the attack, and the sine adds a good satisfying thud and/or residual sub-bass trail. I have gotten very good results using this patch – and not just for kicks.
Here’s what the knobs do.
Knobs A-L control the Sine:
A = LP filter cutoff
B = Pitch envelope amount
C = Pitch envelope speed
D = Release time (Pitch and Amp envelopes)
E = Attack time of the sine (important for layering)
F = Sample start / phase (for phase matching and 808-ish clicky attacks)
G = Sine pitch up
H = Sine Pitch down
I = Velocity response of amp/filter/fine pitch (if sequenced well and automated, perfect for ghost notes)
J = Humanisation / Randomisation amount (mapped to fine pitch, sample start)
K = LFO amount – creates a subtle pitch wobble in the sine tail. LFO (synced, with variation) rate follows the Amp envelope.
L = Crossfade between layer 1 and layer 2.
Knobs M-P control layer 2:
M = Sample start/Phase
N = HP filter
O = Pitch up
P = Pitch down
Getting Started:
Put a sine on layer 1 and a Kickmap on layer 2. Ensure the filter (A) is open and the crossfade (L) is all the way to the left so we are hearing only the sine. Set the the Pitch env amount (B) to 12 o clock and slowly bring-up the envelope speed knob (C) to about 3 o clock . Adjust the decay (D) – but don’t over do it!
Using just these three knobs you can get a decent selection of sine kicks, however we are limited here by the envelopes (see note below), not only because they are linear/slow, but you may be able to discern a slight pop on the attack. You can attentuate this by carefully adjusting the pitch envelope parameters and filtering the result. Alternatively you can accentuate this artefact by changing the sample start time/phase (F) which introduces a clicky attack to the sine. Tune the sine using knobs G and H.
Now crossfade (L) to 12 o clock so that the Kicklayer is audible. In most cases, layering will cause fequency and phase clashes, which can undermine the fundamental and thus the solidity of the whole Kick. To get a nice clear sound, use the filters (A and N) for frequency seperation and carefully adjust layer 2 sample start point (M). You might want to introduce a small amount of attack on the sine (E) and adjust the pitch of layer 2 (O and P) to make everthing fit. With a little work you can get anything from soft to pumping bass drums – and you can control the Attack and Thump amounts realtime using the crossfade knob (L).
Knobs I-J introduce Velocity sensitivity, Humanisation and an LFO wobble on the sine tail. Used sparingly they can give pleasing micro-variations to your patterns.
Note about envelopes: The proteus module envelopes are linear (aren’t they?) and so not really suited to creating those convinvcing super-punchy sine pitch drops. You can come close (e.g. gain4x-envelope) but this only accentuates the attack ‘pop’ of the sine pitch envelope. This nearly drove me crazy – at some envelope settings the pop is noticeable enough to cause an undesireable doubling effect on the attack. To remedy this, play a little with the pitch envelope settings, and if necessary, use the filter to remove any residuals. When layering, adjust the attack and sample start times so that the samples are more phase-aligned. For layer 2 I left the factory envelopes on, so there are no such artifacts, and so layer 2 is more suited to provide the punchy attack (plus, the stock kick samples usually sound good anyway, but many can do with the extra balls provide by the sine :). The stock drum samples respond quite well to extreme pitch changes. Even a tiny amount of sine can make a huge difference to the feel of a kick on a pattern (check the relative contributions by crossfading between the two layers (Knob L).
Taking it further:
The advantages of doing it this way:
etc. etc.
Of course you are free to adapat and improve this patch – if you come-up with something interesting, or if you do it another way, please share it!
Cheers,
J
19/1/2011
Decent tips on hi-hat drum programming and swing here:
Hip-hop: MPC 55 to 59-percent shuffle
R&B: MPC 61-percent shuffle
Break beat: MPC 57- to 62-percent shuffle
Two-step: MPC 65 to 69-percent shuffle
Drum and bass: Kick and snare 55- to 61-percent shuffle; hi-hat 60- to 63-percent shuffle
Florida breaks: 55-percent shuffle
Gleaned from: emusician
This video was a real eye-opener for me. It completely transformed my view of the my Mk 1 ER-1 from a solid but uninspiring drumbox, to a living-breathing instrument in it’s own right. Excellent work.
I have since abused my own ER-1 from frantic knob tweaks, and later picked-up a sampling ESX-1. Oooo. Ahhh.
Lovely use of the ESX-1 Arpeggiator, and a pretty nice track overall.
Implosion of the New Frontier Casino, as Vegas, November 2007. Best boom ever I heard. I was pissed at the time and nearly shit myself when those charges went.
Started toying with software synthesizers circa 2001. In the intervening period I managed to buy some carefully-considered Hardware pieces. My grand idea for a powerful but compact live rig has been developing for years, and now it is within reach.
This site is primarily for me, but you can follow my journey if you want.