Sound Design and Synth Fundamentals

In The Mix
8 Jun 201914:42

Summary

TLDRIn this video, the fundamentals of sound design are explained in a clear and accessible way, focusing on key concepts like basic waveforms (sine, triangle, square, and sawtooth), additive and subtractive synthesis, unison, filters, ADSR envelopes, LFOs, and effects. The tutorial is designed to help viewers understand and apply these principles across different synthesizers and software, enabling them to create the sounds they desire. The instructor emphasizes practical examples and visual aids to simplify complex topics, making it an ideal resource for beginners.

Takeaways

  • 🎢 The video covers the fundamentals of sound design applicable to any synthesizer or software.
  • 🌐 It introduces four basic waveforms: sine, triangle, square, and sawtooth, each with unique characteristics and uses.
  • πŸ“ˆ The script explains how to visualize waveforms using an oscilloscope and frequency analyzer.
  • πŸ”Š Sine waves are ideal for bass sounds and kick drums, while triangle, square, and sawtooth waves add harmonic richness.
  • πŸ”¬ Additive synthesis involves starting with a simple waveform and adding complexity, whereas subtractive synthesis starts with a complex waveform and simplifies it.
  • 🎡 Unison is used to duplicate and pan voices around the stereo field, adding richness to sounds.
  • πŸŽ›οΈ Detuning in unison can thicken sounds but must be used carefully to avoid a poor sound quality.
  • πŸ“Š Filters, including low-pass, high-pass, and more complex types, are essential for shaping sound by removing frequencies.
  • πŸ•’ ADSR (Attack, Decay, Sustain, Release) envelopes define the shape and volume of a sound over time.
  • πŸ” LFOs (Low-Frequency Oscillators) add movement and automation to parameters like filter cutoff for dynamic sounds.
  • πŸ”§ Effects chains in DAWs or synths, such as distortion, reverb, and chorus, further shape and enrich synthesized sounds.

Q & A

  • What are the four basic wave shapes mentioned in the tutorial?

    -The four basic wave shapes are sine wave, triangle wave, square wave, and sawtooth wave.

  • How does a sine wave differ from the other wave shapes?

    -A sine wave is the most simple wave shape with only one harmonic, making it smooth and useful for bass sound design, especially in sub-bass and kick drums.

  • What is the key characteristic of a triangle wave?

    -A triangle wave has a main fundamental note with additional harmonics, giving it a slight buzzing sound that is more harmonically rich than a sine wave.

  • How does a square wave sound and why?

    -A square wave has many harmonics, making it sound more buzzy and harmonically rich compared to sine and triangle waves.

  • What is the difference between additive and subtractive synthesis?

    -Additive synthesis involves starting with a basic wave shape and adding more waves to make the sound more complex. Subtractive synthesis starts with a complex waveform and removes parts of it to create a new sound.

  • What role does unison play in sound design?

    -Unison adds more voices to a sound, duplicating, panning, and detuning them around the stereo field, which enriches and thickens the sound.

  • Why is it important to be cautious with the detune amount in unison?

    -Excessive detuning can make the sound unpleasant and can also strain the CPU, so it's important to find a balance when detuning.

  • What is the purpose of filters in sound design?

    -Filters are used to remove certain frequencies from a sound. Common filters include low-pass filters, which allow low frequencies to pass and cut off high frequencies, and high-pass filters, which do the opposite.

  • How does ADSR (Attack, Decay, Sustain, Release) shape a sound?

    -ADSR controls the volume and shape of the sound over time. Attack determines how quickly the sound reaches its peak, decay sets how fast it drops to the sustain level, sustain holds the volume while a key is pressed, and release controls how the sound fades after the key is released.

  • What is an LFO and how is it used in sound design?

    -An LFO (Low-Frequency Oscillator) is used to add movement and modulation to sound parameters, like the filter cutoff, by oscillating at low frequencies. This can create effects like vibrato or rhythmic pulsing.

Outlines

00:00

🎢 Introduction to Sound Design Fundamentals

The speaker introduces the fundamentals of sound design, emphasizing that the knowledge is applicable regardless of the synthesizer or software used. The video will cover topics such as basic wave shapes, additive and subtractive synthesis, filters, ADSR, LFO, and unison. The goal is to simplify complex concepts for viewers, helping them understand the underlying principles of sound design.

05:01

πŸ“Š Exploring the Four Basic Wave Shapes

This section focuses on the four basic wave shapes: sine, triangle, square, and sawtooth. The speaker uses an oscilloscope and frequency analyzer to visualize these waveforms. The sine wave is presented as the simplest, smoothest wave, often used in bass sound design. The triangle wave introduces more harmonics, giving it a buzzing sound. The square wave is even richer in harmonics, and the sawtooth wave, with its distinct slanted shape, is the most harmonically rich. The speaker emphasizes the importance of familiarizing oneself with these wave shapes.

10:02

βž• Additive and βž– Subtractive Synthesis Explained

The speaker explains additive and subtractive synthesis. Additive synthesis involves starting with a basic wave shape and adding more waveforms to create complex sounds. Examples include combining sine and square waves or sine and saw waves. Subtractive synthesis, on the other hand, starts with a complex waveform and removes parts of it using filters to create a new sound. The speaker demonstrates both techniques, showing how they alter the waveform and sound.

πŸ”Š Unison and Detuning for Richer Sounds

Unison and detuning are introduced as techniques to enhance sound richness. Unison adds multiple voices to a sound, which are then panned and detuned across the stereo field. The speaker demonstrates how unison can make a sound fuller and more professional, and cautions against excessive detuning, which can lead to undesirable results. The speaker also notes that adding too many unison voices can strain a computer's CPU, advising careful experimentation.

🎚️ Understanding Filters and Their Effects

Filters, a common feature in synthesizers, are explained. The speaker compares filters to EQs, highlighting their role in removing frequencies from a sound. The demonstration covers low-pass and high-pass filters, as well as more complex combing and phasing filters. The speaker shows how filters can drastically alter a sound by removing high or low frequencies, emphasizing their importance in sound design.

⏳ Mastering Envelopes and ADSR

Envelopes and ADSR (Attack, Decay, Sustain, Release) are explored, with a focus on how they shape the sound's volume and behavior over time. The speaker explains how attack affects the sound's initial rise, release determines how it fades, and decay and sustain control how the sound holds. The graphical representation in Serum is used to illustrate these concepts, and the speaker emphasizes that understanding ADSR is crucial for effective sound design.

πŸ” Low-Frequency Oscillators (LFOs) for Dynamic Movement

The speaker discusses Low-Frequency Oscillators (LFOs) and their role in creating dynamic movement in sound. LFOs oscillate at low frequencies and can be linked to various parameters, such as filters, to automate their behavior. The speaker demonstrates how LFOs can create complex and evolving sounds, highlighting the efficiency of using LFOs over manual automation. The flexibility of LFO shapes in Serum is also showcased.

πŸŽ›οΈ Adding Effects for Final Sound Design Touches

The final section covers the addition of effects such as distortion, chorus, EQ, and delay to further shape the sound. The speaker illustrates how these effects can dramatically alter a simple sound, making it richer and more complex. The speaker also ties the entire tutorial together, encouraging viewers to apply the learned concepts across various synthesizers and to experiment with different settings to achieve the desired sound.

Mindmap

Keywords

πŸ’‘Sine Wave

A sine wave is the most basic and pure waveform in sound synthesis, characterized by its smooth, undistorted shape. It contains only a single frequency without any additional harmonics, making it ideal for creating simple and clean tones, especially in bass sound design. In the video, the sine wave is demonstrated as the fundamental building block for other sounds and is commonly used in creating sub-bass tones.

πŸ’‘Triangle Wave

A triangle wave is a waveform that has a triangular shape and includes more harmonics than a sine wave, giving it a slightly 'buzzier' sound. It is described in the video as having a richer harmonic content while still retaining a smooth character, making it useful for sounds that need more depth than a sine wave but less complexity than a square wave.

πŸ’‘Square Wave

A square wave is a waveform that alternates between two levels, creating a sharp, edgy sound with a rich harmonic structure. This waveform is used in the video to demonstrate a more complex sound compared to sine and triangle waves, often used in synthesizing sounds that need a pronounced, 'buzzy' quality.

πŸ’‘Sawtooth Wave

A sawtooth wave is a waveform characterized by its sharp rise and gradual fall, resulting in a sound that is extremely rich in harmonics. It is described in the video as the most harmonically complex of the basic waveforms, making it ideal for creating bright, full sounds like those used in lead synths or brass emulation.

πŸ’‘Additive Synthesis

Additive synthesis is a sound design technique where multiple simple waveforms (like sine waves) are combined to create a more complex sound. In the video, additive synthesis is demonstrated by layering different waveforms, like combining a sine wave with a square wave, to create new timbres and textures in sound design.

πŸ’‘Subtractive Synthesis

Subtractive synthesis is the process of shaping sound by starting with a complex waveform and then removing certain frequencies using filters. The video explains how this technique is used to create new sounds by filtering out specific harmonics, such as reducing the high frequencies of a sawtooth wave to create a warmer tone.

πŸ’‘Unison

Unison refers to the technique of layering multiple copies of the same waveform, slightly detuned and panned across the stereo field, to create a thicker and more complex sound. The video shows how unison can enhance a basic waveform, making it sound richer and fuller, often used in creating lush pads or thick leads.

πŸ’‘LFO (Low-Frequency Oscillator)

An LFO, or Low-Frequency Oscillator, is a tool in synthesis used to modulate various parameters of a sound at a low frequency, typically below the range of human hearing. In the video, LFOs are shown as a way to add movement and dynamic changes to a sound by modulating elements like filter cutoff, creating effects such as vibrato or rhythmic pulsation.

πŸ’‘ADSR Envelope

ADSR stands for Attack, Decay, Sustain, and Release, which are the four stages that describe how a sound evolves over time after a note is played. The video uses the ADSR envelope to explain how these parameters shape the volume and timbre of a sound, such as creating a slow fade-in with a long attack or a sharp pluck with a short release.

πŸ’‘Filters

Filters are tools used in synthesis to alter the frequency content of a sound by removing or attenuating certain frequencies. In the video, different types of filters, such as low-pass and high-pass, are shown as essential tools in subtractive synthesis, used to shape and sculpt the sound by cutting out unwanted frequencies, thereby creating a new sonic character.

Highlights

Introduction to the fundamentals of sound design, focusing on basic wave shapes and synthesis techniques.

Explanation of the four basic wave shapes: sine, triangle, square, and sawtooth, with visual and auditory demonstrations.

Discussion on how sine waves are simple and smooth, often used in bass sound design and kick drums.

Overview of triangle waves as harmonically richer with a slight buzzing sound, useful for more complex tones.

Introduction to square waves, characterized by their rich harmonic content and a more pronounced buzzing sound.

Description of the sawtooth wave as the most harmonically rich waveform, essential for creating full and buzzy sounds.

Comparison between additive and subtractive synthesis, explaining how sounds are built or reduced to create new tones.

Demonstration of how unison and detuning can thicken and enrich sound by adding multiple voices to a waveform.

Explanation of filters, including low-pass and high-pass filters, and their role in shaping the frequency content of a sound.

Introduction to ADSR envelopes (Attack, Decay, Sustain, Release) and their impact on the volume and shape of sounds over time.

Discussion on the importance of attack and release settings in creating pluck-like or sustained sounds.

Explanation of LFOs (Low-Frequency Oscillators) and their role in adding movement and automation to sound parameters.

Demonstration of how LFOs can be used to modulate filters, creating dynamic and evolving sounds.

Overview of adding effects like distortion, reverb, and chorus to further shape and enhance synthesized sounds.

Conclusion encouraging viewers to experiment with different synths and effects, and to provide feedback for future tutorials.

Transcripts

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hello and welcome back to the channel

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today I'm going to be teaching the

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fundamentals of sound design so that no

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matter which synth or software you use

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you can start understanding what's going

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on and start creating the sounds that

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you really want to create all the topics

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covered in this video are going to be

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written in the description along with

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time stamps and we're going to be

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covering the four basic shapes additive

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and subtractive synthesis filters adsr

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LFO unison you might have heard of some

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of these terms before maybe not but

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either way I'm going to be simplifying

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it all in this video so let's just dive

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right in almost every complex

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synthesized sound stems back to the same

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four basic wave shapes so let's learn

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them right now

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on my screen I have an oscilloscope and

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a frequency analyzer here to help me

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visualize what's going on and I'm using

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a very basic synthesizer called the

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three times oscillator it's called that

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because it has three oscillators now an

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oscillator is pretty much an engine that

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is going to create this wave form or

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this sound for us so the first basic

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wave form is called the sine wave so

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I'll just play here it's the most simple

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wave shape as you can see your basic

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sine wave you may have seen this in

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maths or physics but I'm not going to go

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into anything technical and on the

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frequency analyzer we have only one note

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one harmonic that's all it's the most

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simple wave and you can hear that it's

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very smooth this waveform is

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particularly useful in bass sound design

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if you lower it down a couple of octaves

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you can get a really nice sub and often

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kick drums are reinforced with the sine

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wave so that's all you really need to

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know for now that's what it looks like

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that's what it sounds like with just one

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note playing the second basic wave shape

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is the triangle wave here so on the

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display you can see these pyramids two

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sloped sides and you can see that it's

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got that main fundamental note but

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there's many more harmonics added which

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gives it that slight buzzing sound it's

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a little bit more harmonically rich you

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might say

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with just one note that's what it sounds

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like the third basic wave shape is the

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square wave so I'm gonna select it most

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since we'll show it like this and it

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sounds like this so as you can see

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perfectly squared off wave form there

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and many more harmonics added you've got

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a lot more buzz a lot more harmonically

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rich in the top and there and the fourth

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and final waveform is the sawtooth wave

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this can be mistaken for the triangle

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wave it sounds very different and as you

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can see there Sawtooths here only one

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slanted side there's no pyramids like

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the triangle wave and this one sounds

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even more harmonically rich again it's

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really really buzzy really really full

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in the top end

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different synthesizers will have

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different ways of changing the wave

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shape in the oscillator for instance

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serum this is the oscillator looks a bit

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different and there's different ways to

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select your basic waveforms sine

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sawtooth wave triangle wave the square

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wave etc and all through the

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oscilloscope showed you the waveform

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just to clarify again if I record out

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those sounds and I put them on to my

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playlist you'll see that on the actual

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playlist the waveforms are signs

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triangle square and saw wave just like

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this to summarize this section just

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learn those four basic wave shapes try

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to identify what they sound like try

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playing them with single notes and also

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chords and just get used to it so the

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next thing we're going to look at is

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additive and subtractive synthesis I've

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got each type of synth just playing one

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note and they're all sent to the mixer

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and this analyzer is on the master

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output so if I take all the volumes down

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and just press play and raise the sine

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wave up you can see that I have a sine

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wave if I raise the triangle you can see

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that I have this triangle wave here now

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the idea behind additive synthesis is

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that you start with one wave shape and

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you make it more complicated by inducing

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more waves and more sound on top of it

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so say for instance I start with a

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square wave but then I add a sine wave

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to it you can see that the tops of the

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square wave are rounded off and now we

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have a combination between a sine and a

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square or if I was to start with a sine

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wave and then introduce a saw wave to it

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you can see that I'm getting all that

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buzz enos and we're combining those two

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wave shapes this is really the basic

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principle of additive synthesis I'll go

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into it more in more detail later now

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let's look at subtractive synthesis

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which is the opposite of additive this

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is where you start with a complex

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waveform and you take away from it to

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create a new sound so if I start with a

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saw wave and

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I put in EQ and filter off the top and

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you can see that I'm subtracting

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frequency away and I've changed what it

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sounds like so it's not no longer as

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harsh in the top end but instead of

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having to use external plugins like eq's

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many synthesizers have these all built

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in they have various filters and effects

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which allow you to modify the sound from

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within the synth itself the next topic

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that I'm introducing is unison because

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this is a really quick way to completely

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change the sound so we're still only

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playing one note and I'm working inside

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serum and this is the oscillator so

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don't worry about everything else here

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it's not important this is what's

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creating the sound you know you've got

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your volume your pan and whatnots and

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what I'm gonna do is increase the unison

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and this adds more voices to the sound

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so instead of having just one saw wave

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just buzzing it's going to sort of

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duplicate pan and D tune them around the

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stereo field and if you look down here

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to the ozone imager this vectorscope is

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going to help you see the stereo

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information change but you'll be able to

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hear it so as I increase the Unison

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amount listen and look here and see what

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see what changes

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you can add unison to any of the basic

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wave shapes so if I was adding unison to

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a sine wave it would sound like this or

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to a saw wave to triangle wave or to a

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square wave and that really goes a long

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way in the making the sound a lot more

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rich and getting it sounding really

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professional so far we've just been

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playing one note so I'm going to change

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it play some chords to make it more

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interesting and the next closely tied

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thing to unison is D tune and so far we

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you know we've got we've created all

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these extra voices and we've panned them

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but to make them sound thicker and

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fuller you slightly detuned them from

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the original voice but you've got to be

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careful you don't detune them too much

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I'll show you what I mean so I'll play

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this chord and I'll start adding some

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unison it'll make it sound a lot better

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[Music]

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[Applause]

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[Music]

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now if I change the detune amount

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at one point it starts sounding really

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bad so you've got to be careful you

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don't do too much detuning and while

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more voices of unison sounds good when

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you start off it can be common just to

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add sixteen voices or as many voices of

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unison as you can to everything

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definitely experiment some of the best

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sounds I've made only have three voices

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of unison some have seven adding too

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much unison can also just really hammer

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your CPU of your computer so be careful

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with that

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the next topic we're going to look at is

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filters almost every single synth has a

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filter they all act in slightly

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different ways but they follow the same

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basic principles

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so usually you select a filter type and

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if you don't know what a filter is

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you've probably heard of EQ where you

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can remove frequencies from a sound a

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filter does pretty much exactly the same

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thing so in this case I have a low-pass

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filter try to ignore everything else in

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the synth it's not very important right

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now

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I've got this oscillator creating the

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sound here and I've got this filter

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that's all that's really important I

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have a low-pass filter so as I move the

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cutoff it's going to allow the low

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frequencies to pass and it's going to

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cut away the high frequencies so let's

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take a listen to this now you can only

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hear the low frequencies of the sound

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the high frequencies are cut off now I

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can introduce them again

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and usually you can select different

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filter types so I could actually select

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the high pass filter which instead would

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cut away the low end and only let the

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high end through like this and as well

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as those normal filters you've also got

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all sorts of crazy combing and phasing

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filters that sound like this

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[Music]

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so there's all sorts of different

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possibilities I'm just going to quickly

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set it back to that low-pass filter

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because I quite liked it

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the next topic we're going to look at

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our envelopes and adsr which stands for

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attack decay sustain and release and

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this determines the volume and shape of

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the sound when we press the keys and

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then when we take our fingers off the

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keys so we have attack decay sustain and

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release serum also has a value called

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hold I'm going to use this because this

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has a really graphical way of showing it

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looking at this graph from bottom to top

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we have no volume all the way to the

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maximum volume at the top and then from

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left to right we have zero seconds and

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then we go along in time so one second

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two second three seconds so if I have an

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incredibly short attack and I hold my

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fingers on the keys like this the sound

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is just going to jump up to its maximum

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value instantaneously but if I have a

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much longer attack it's gonna take more

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time for the sound to develop and grow

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to its maximum

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so you can see that might be better for

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like a pad sort of sound the next

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important parameter I would say is the

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release so this determines how the sound

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dies away once you release the keys or

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once the MIDI stops if I have a very

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very short release it just cuts away

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immediately the sound just dies away

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very sharp and sudden if I have a longer

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release the sound dies away quite gently

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and gradually and usually you can adjust

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the shape of these curves as well so

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maybe I have a longer release but it's a

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more sharp curve you know so you can

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really fine-tune it using serum which is

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why I like using serum the decay and the

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sustain in the middle are very very

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closely linked so what the sustain is

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says okay after we've reached that

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maximum value what value do we actually

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want the sound to hold on so say for

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instance I want the sound to rise up to

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the top and then cut down to a certain

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value and just just sustain there whilst

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I'm holding the keys let's play this

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[Music]

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and the decay is about how long it takes

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to decay from that top value to where

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it's going to hold so in this case let's

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just take a listen in that case it

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decayed very quickly to the sustained

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value but say for instance I want it to

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start very loud slowly decay and then

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hold at this value here in my opinion

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simply adjust in the Unison filter and

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adsr is where you really create the

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majority of your sound like at least 80

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or 90% of it so instead of having

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sustained sounds if you adjust the

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attack and release like this you can

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have a nice little pluck sort of chords

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sound just like that it's now time to

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look at LFOs which stands for low

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frequency oscillators and this is where

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people can often go quite wrong when

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you're starting out low frequency

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oscillator it doesn't mean that it's

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affecting the low-end of our sound or

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the bass it means that it's oscillating

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at frequencies which are relatively low

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so you know maybe 0 to 30 or 40 Hertz

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something that we can recognize if I

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have this LFO here again the graph is

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exactly the same as the adsr is zero to

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maximum and then this is time and the

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LFO is just going to keep going

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backwards and forwards the way I like to

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explain what an LFO is is it can add

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movement and automation to mode well in

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serum any parameter in the synth really

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but usually the filter instead of having

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the filter just be static in this case I

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have it set to this value and it stays

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there it just stays there all the time

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what you can do is you can assign an LFO

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to the filter and then have that cutoff

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move all the time in serum you just drag

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it together how I create this link

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doesn't matter it only really matters

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that it can be linked for the sake of

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this tutorial what you'll see is that

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the cutoff starts very closed and then

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it opens up and closes back down again

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and you can adjust how quickly it does

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this so right now it's every four bars

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now it's every two bars and you can

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start creating all sorts of complex and

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interesting sounds and right now I have

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it triggered to the BPM but you can

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actually just set a certain value of

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Hertz like this and the reason LFO so

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great is because to achieve this sort of

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modulation or automation you would

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usually have to create an automation

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clip on your playlist and assign points

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and then link the two controls together

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which can be done but if you do it with

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the LFO it just saves you an awful lot

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of time and what's great about the LFO

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and serum you don't have to have it

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follow a shape like this you can have

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any sort of shape you want so say I just

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want it to rise very slowly over the

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course of two bars you can just set it

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to have any shape you want which could

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be awesome for sidechaining or any sort

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of sound design really and the final

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topic I want to look at is just adding

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extra effects on to this because sound

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design doesn't just stop with the synth

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engines so in your DAW or in the synth

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there's usually an effects chain where

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you can add distortion chorus EQ delay

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all sorts of stuff so in this case I

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have this simple plug sound and I can

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introduce some distortion some

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downsampling distortion just add a

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little bit of reverb simple some chorus

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and you've highly affected the sound

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there if I turn off these effects you'll

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match something very very simple so

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there's all sorts of different ways to

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design your sound but that really is it

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for this basic tutorial but it was

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hoping to achieve with this video is

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that no matter which since you use serum

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three times oscillator an analog modeled

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synth that you'll start recognizing what

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these names are the adsr the envelopes

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the oscillators and you'll start to sort

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of understand how they're linked and

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what they do to the sounds so hopefully

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that's worked please do let me know in

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the comments how it went or it was all

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just too confusing I want to make more

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videos like this I want to keep

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making them really really helpful so

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feedback is much appreciated but anyway

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thank you for watching I hope you have a

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great week please do leave a like if you

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enjoyed it and I'll see you in the next

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video bye for now

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Related Tags
Sound DesignWaveformsSynthesisFiltersADSRLFOUnisonDAWEffectsTutorialsMusic Production