Shape from Lectric Panda
Shape from Lectric Panda is a utility that was originally designed by Lectric Panda and was released as a separate Rack Extension. While synchronous was more an effect process generator where the curve could also be used as an external control voltage output. Shape, on the other hand, is all about that idea yet take it towards a whole different level. When I originally bought Shape as a utility to sculpture a sound in all kind of different ways, I started making use of this device more often especially in terms of Genres like Ambient music, IDM, Breakcore, and Glitch. Part of the beauty lies in the way you can reuse the same pattern, yet do it differently while the waveform progresses over time. So from an evolving point of view, that is pretty much perfect for the genres I just mentioned.
Grain Sample Manipulator
I want to demystify most of the features that are existing inside of the Grain sample manipulator. While I haven't really focussed on this device that much, because of issues that were in Grain and Europa since Reason 10 was released. While they were fixed in Reason 10.1 (thanx to yours truly) I decided to wait to write down an in-depth article about this device. Since I wanted to analyze a lot of different segments on what this device can do, unscrew the screws on the Grain engine itself just to see what lies under the hood, and program it in many different ways so I can call myself a Grain Expert too...
Polymodular build Pulse
The following modular synthesis build I want to share today is based on the Polymodular system, using most of the devices from that system. The oscillator is the VO-1 (which is similar to the Vk-1 Viking synthesizer but then without the use of filter and envelopes). The benefit of the VO-1 oscillator is that it also contains a tuning fork at the rear of this device. Which can be great once you want to have a different pitch per note. This can be handled by using the 8 audio outputs while using the little tuning knobs to tune the audio outputs individually.
Noise making effect
In this article, I want to explain the thought process behind the following effect. Since I had a weird childhood a lot of my soundscapes are just plain weird. Sometimes I like to use these type of effects just to have something unpredictable going on while at the same time make it musical. A lot of these type of effect relies on using the audio and make the audio shape the sound in different directions (also known as Audio to CV). At the same time, I want to have some form of manual control on this. The manual control can often be done by using rotaries while doing so.
Making your own custom reverb
This article is going to be a long stretch and a daring one I might say. If you think in terms of "room" and "size" the first thing you think of is an effect called a reverb. Since a reverb creates "space" right? While using a reverb is basically something everyone has used, tried to manipulate and so on. Let me say this: did you know that you can mimic a reverb with a bunch of delays in a sequence? While most people tend to overlook the idea, it is quite similar to a plain spring reverb. Since in theory, a spring reverb (technically) passes on the sound over a spring, and the spring starts to "move" (tremor) based on the sound. This causes the artifact of a repeating sound that slightly gets altered by the frequency of the spring itself. While there are plenty of ways to mimic this behavior I am going to throw in one simple idea that will reshape the sound in a different way. Just keep in mind while a sound is traveling in a towards a specific object the composition of that object will have an impact on what the result of the rebound sound will be like. Anyway, enough about the intro lets start making a unique type of effect that could be a unique type of reverb while doing so.
Humana trick for Reason 10
Welcome to another video about Reason 10 and Humana. In the following video, I am presenting a method to turn a simple voice into a multi-layered choir setup. While the idea is similar to a setup I did in the past using Malstroms, the principle and idea remain the same.
The concept is to layer one set of voices using 3 or more different layers. It starts with the native note and all the additional layers will surround the native note. This can be done using Semi settings (I personally prefer semi 7 because it fits the theory of the perfect fifth. Sometimes I use an octave higher or an octave lower. It kind of depends on how the sound will accompany the native root note.
Europa Shape shifter video series
Welcome back to another a small video tutorial series about Europa the Shape shifter in Propellerhead Reason 10. In this small series I will briefly talk about what Europa is and touch the more interesting subject like how to deal with sound design using Europa. In the first video I will briefly touch the subject on that Europa is a wave table synthesizer that can reshape the wave table by using the shape knob. Then there are the different modulators to throw the sound in a whole different direction. What makes Europa kind of unique is the spectral setup that comes with it. Since at some extend you will be touching the additive realm with this one. The sound will then pass on to the unison and the audio filter. The last chain of events are the effects.
Creative reverb techniques
Welcome back to yet again another article about Propellerhead Reason. Today I felt like looking at Reverb in different ways. While I have touched the ideas on creative reverb engines in a whole wide range of articles (I'll see if I can link those up in the related section) the once I will post today are based on two different ideas. The first one is based on the Fender Reverb engine which uses panning elements to reshape the sound. The second one is a more creative route where I wanted to have a 4 stepped reverb type that gets picked up by resonating reverb engines (ow boy...). Everything I will be touching is based on what the original RV-7000 can do. No convolution stuff is being touched so far so I will assume (big assumption right now since I haven't tested it) is that everything should still work in Reason 4 and Reason 5 even.
Creating an Ambient Pad with Textures
Welcome back to another Tutorial about Propellerhead Reason. Today we'll be looking at ways we can create an ambient pad or ambient drone. While I have touched this subject on different occasions I would like to go through a linear approach while building a layered pad and talk you through the basic ideas and thoughts about why I am doing this. Others may have a different opinion on the subject because an ambient pad can be created in many different ways. Hence I am choosing a linear direction on this approach so have some ideas to either create one for yourself or learn different methods to improve the technique on pad building. With this intro done for, lets get started with making an Ambient Pad.
In this tutorial we'll be looking at ambient music in Propellerhead Reason. A lot of times ambient tracks are pretty much 'empty' as a whole. In comparison to, lets say, EDM music there is much more going on. Ambient tracks are usually about drones and soundscapes. While in a lot of times the bass line can be used as a syncopation for the track itself. They can also be used in different ways to drive the listener nuts at some point, not really realizing what is going on with the track. This is also on of the reasons why an Ambient Bass is pretty hard to do right. Because you want to avoid the so called four to the four type of rhythm. And because they are sometimes hard to make from a sequence perspective it often gets underestimated.
Choir sounds in Propellerhead Reason
Choir sounds are quite epic to use in a musical production. In Propellerhead Reason there are different ways to create a rich full scale choir sound. If synthesizers are you game, then using the Malstrom or Thor could do the trick pretty well. When it comes to some form of realism an NN-XT patch could be ideal. Sometimes we need a bit of both. In this article we'll be looking in to our top picks to create a full scale choir using samplers, synthesizers and effects. So lets just scream right in to this.
Space Ambient the LFO Delay
In the next series of articles I will create a journey through the different reason patches I have been developing for the upcoming free Reason refill called "Space Ambient". This series will the "background story" on how this thing gets developed. At the same time I will try to throw in some tutorial elements in there so you can build different set ups if you like. Int his article I will write down some element which I refer as being the LFO delay unit. In simple terms, you have an