Sound Design and Mixing in Reason
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Sound Design and Mixing in Reason - Andrew Eisele
SOUND DESIGN AND MIXING IN REASON
Copyright © 2012 by Andrew Eisele
All rights reserved. No part of this book may be reproduced in any form, without written permission, except by a newspaper or magazine reviewer who wishes to quote brief passages in connection with a review.
Published in 2012 by Hal Leonard Books
An Imprint of Hal Leonard Corporation
7777 West Bluemound Road
Milwaukee, WI 53213
Trade Book Division Editorial Offices
33 Plymouth St., Montclair, NJ 07042
Book design by Adam Fulrath
Book composition by Kristina Rolander
Library of Congress Cataloging-in-Publication Data
Eisele, Andrew.
Sound design and mixing in Reason / Andrew Eisele.
p. cm.
1. Reason (Computer file) 2. Software synthesizers. 3. Software samplers. 4. Software sequencers. I. Title.
ML74.4.R43E38 2012
781.3’4536—dc23
2011047989
eISBN 978-1-4584-7133-8
www.halleonardbooks.com
CONTENTS
Chapter 1: Sound Design and the Synthesizer
What Is a Synthesizer?
Understanding Sound
Basic Elements of Sound
The Basic Components of Synthesis
Voltage-Controlled Oscillator (VCO)
Voltage-Controlled Filter (VCF)
Types of Filters
Filter Slope
Filter Controls
Voltage-Controlled Amplifier (VCA)
Low-Frequency Oscillator (LFO)
LFO Controls
LFO Effects
Envelope Generator (ADSR)
Exploring the Subtractor
Signal Flow
Dissecting the Subtractor
Subtractor Oscillators 1 and 2
Waveforms
Oscillator Tune Controls
Noise Generator
Oscillator Mix
FM (Frequency Modulation)
Ring Modulator
Subtractor Filters
Filter 1
Filter Types
Freq
Res
Kbd
Filter 2
Level (Amplifier)
LFO 1
Waveforms
LFO 1 Destinations
Rate
Sync
Amount
LFO 2
LFO 2 Destinations
Rate
Amount
Delay
Kbd
Envelopes Generators
Amp Env
Filter Env
Mod Env
Velocity
Pitch Bend and Modulation Wheel
Bend
Mod
Ext. Mod
Common MIDI Messages
External Modulation Destinations
Play Parameters
Note On
Legato
Retrig
Portamento
Polyphony
Low BW
Programming Custom Patches with the Subtractor
Standard Effects
PWM
Lead
Bass Drop
Final Thoughts
Chapter 2: Reason Instruments
Thor Polysonic Synthesizer
The Controller Panel
Keyboard Modes
Polyphony
Polyphony Release
Mono Legato
Mono Retrigger
Portamento
Trigger Section
Assignable Controls
The Programmer
Voice Section
Oscillator 1, 2, and 3
Analog
Wavetable
Phase Modulation
FM Pair
Multi Oscillator
Noise
Filters 1 and 2
Low-Pass Ladder Filter
State Variable Filter
Comb Filter
Formant Filter
Shaper
Amp
LFO 1
Envelopes
Global Section
The Modulation Routing Section
The Step Sequencer
Run Mode
Direction
Rate
Edit
Steps
Note Transposing Sequence
Malstrom Graintable Synthesizer
Osc A and B
Index
Motion
Shift
Routing Oscillators
Filters A and B
Modulation (Mod A and B)
Mod A
Mod B
Performance Control
Velocity
Pitch Bend and Mod Wheel
Wobble Bass Patch
Chapter 3: Sampling
What Is a Sampler?
A Brief History of the Sampler
How a Sampler Works
Sample Editor
Key Zone
Key Map
Root Note
Multisampling
Sampling in Reason
Preparing to Sample
Setting Up the Recording Formats
Setting Your Inputs
Sampling into the Song Sample Tool Window
Routing the ReDrum
Open the Song Sample Tab from the Tool Window
Assigned Samples
Unassigned Samples
Self-Contained Samples
Sampling the ReDrum
Edit Samples
NN-19 Digital Sampler
Loading Patches
Keyboard Window
Synth Parameters
Osc
Filter
Filter Envelope
Amp
LFO
Play Parameters
Portamento
Polyphony
Spread
Legato
Retrigger
Controller
Pitch Bend
Mod Wheel
Velocity
Creating Custom Patches
Keyboard Display
Sampling into the NN-19
NN-XT
Main Panel
Remote Editor
Key Map Display
Sample Parameters
Root
Tune
Start
End
Loop Start
Loop End
Play Mode
Lo Key
Hi Key
Lo Vel
Hi Vel
Fade In
Fade Out
Alt
Out
Group Parameters
Key Poly
Group Mono
Legato/Retrig
LFO 1 Rate
Portamento
Synth Parameters
Modulation
Velocity
LFO 1
LFO 2
Mod Envelope
Pitch
Filter
Amp Envelope
Velocity Switching
Creating a Custom Patch
Programming Custom High Hats
Chapter 4: Reason Drum and Percussion Instruments
Dr. OctoRex
Dr. OctoRex Instrument Panel
Global Transpose
Trig Next Loop
Show Programmer
Select Loop and Load Slot
Synth Parameters
ReDrum Drum Computer
Global Section
High-Quality Interpolation
Exclusive 8 and 9
Master Volume
Drum Sound Parameters
Common Drum Parameters
S1 and S2, Stereo, and Pan Controls
Level, Length, and Decay
Pitch, Tone, and Sample Start
Channels 1, 2, and 10
Channels 3, 4, 5, 8, and 9
Channels 6 and 7
The Sequencer
Sequence Programming
Using the ReDrum as a Sound Module
Triggering Sounds
Triggering Mutes
Triggering Solos
Kong Drum Designer
Triggering Pads
Loading Sounds
Drums and FX
Drum Modules
FX
Support Generator Effects
Drum Module Panel
Pad Settings
Mute/Solo
Pad Groups
Drum Assignment
Hit Type
Quick Edit
Practical Use of Pad settings
Beat Juggling with Nurse Rex
Chapter 5: Advanced Routing
14:2 Mixer
Auto-Panning
Auto-Leveling
Complex LFO
Tunable Feedback
Sequenced Stutter Vocal Sample
BV512 Digital Vocoder
The Side Chain Bass Line
Analog Drum Sequencer
Chapter 6: Advanced Sequencing
Advanced Sequencing
The Sequence Window
Block View
Block Sequencing
The Rack
Vocode Bass
Analog Drum Sequencer DS
Kik/Snr ReDrum
Sub Bass
UG Pulse 1/8
Banshee
UG Pitch 1/16
UG Strype 3/8
Building the Arrangement
The Breakdown
The Outro
Adding Additional Elements
Chapter 7: Advanced Mixing Techniques
Reference Mix
The Big Meter
VU Meter
PPM Meter
Peak Meter
Peak Hold
VU Offset
Channel Selector
Clip Indicator
The Static Mix
Setting the Mixer
Wrangling the Low End
Add Drums and Percussion
Add the Synthesizers
Add FX
The Dynamic Mix
Adding Automation to Blocks
Adding Automation to Song View
Finalizing the Mix
EQ
Stereo Imager
Compressor
Maximizer
Chapter 8: Performing Live with Reason
Building a Live Set Rack
Locking a Controller to a Device
Remote Override
Edit Remote Override
Programming Remote Overrides
Keyboard Control
Keyboard Control Edit Mode
Additional Overrides
DJing with Reason
Chapter 9: ReWire
Setting Up ReWire
Audio ReWire
MIDI ReWire
Chapter 10: Reason and Record
The Record Interface
The Sequencer
The Rack
The Mixer
Input
Dynamics
EQ
Insert
FX Sends
Fader
Master Section
In Conclusion
Appendix: The DVD-ROM
Chapter 1
SOUND DESIGN AND THE SYNTHESIZER
What Is a Synthesizer?
A synthesizer is an electronic device that generates waveforms. There are a number of different types of synthesizers (e.g., video synthesizers, voice synthesizers, audio synthesizers). In this chapter, we’ll be focusing specifically on synthesizers used for audio applications.
The advent of the synthesizer, and its subsequent popularity in the late 1960s and throughout the ’70s, changed forever the landscape of music and sound design. The concept of imitative synthesis, whereby a device is used to emulate a particular acoustic instrument, has been a huge boon for the advancement of the technology of synthesis. For instance, if you want to add the sound of a violin or oboe to a musical piece, but neither play said instrument nor have the ability to hire someone who can, a synthesizer would prove an invaluable tool for re-creating the appropriate sounding part. However, synthesizers have gone well beyond the mere synthesizing of acoustic instruments. And with the vast variety of types of synthesis available today, you can now even create sounds unheard in the natural world.
Developing a solid understanding how synthesis works will help you to fully unlock the true potential of not only Reason’s instruments, but also of its effects and utility devices. So let’s get started with an overview of sound.
Understanding Sound
Before you can understand the components of a synthesizer, you must first learn the basic elements that compose sound.
Basic Elements of Sound
The basic elements of sound are identified as frequency, timbre, and amplitude.
Frequency
As discussed in the first book, QuickPro Series: Power in Reason, sound waves travel in a consecutive series of peaks and troughs. Their frequency is the number of cycles per second measured in units called hertz.
For example, a waveform that has three cycles per second would be translated into written form as 3 hertz or, abbreviated, 3 Hz. A waveform of 1,200 cycles would be written at 1,200 Hz, or 1.2 kilohertz or 1.2 kHz. Human hearing is generally thought to be in the range between 20 Hz and 20 kHz.
Timbre
Most sounds can be broken up to reveal a composite of sine waves at different frequencies. Depending on the frequencies of the waveforms present, the resulting sound can be described as sounding overly bright, buzzlike, clangorous, smooth, round, or any number of similar descriptions. These terms are indicative of the quality of the sound. Often referred to as timbre (pronounced tam-ber), this is also known as the character
of the sound.
Amplitude
Amplitude is the distance between the high point of a peak and the low point of a trough within the waveform. The unit of measurement used to describe amplitude in the audio realm is called decibels or dB, and is commonly referred to as loudness. Because human hearing is logarithmic, meaning we don’t hear all frequencies at the same dB, we are most sensitive to frequencies between the ranges of 250 Hz and 2 kHz. However, note that lower frequencies are required to have higher amplitude, for our ears to perceive them at the same loudness as we do higher frequencies.
The Basic Components of Synthesis
Most synthesizers use the same terminology and design to both create and shape sounds. We’ll be focusing on analog subtractive synthesis as the basis for understanding the components and how they reflect the three basic elements of sound. The following circuits are used to create, shape, and even modify sounds. In addition, all the circuits are voltage controlled (CV), which allow for multiple differing circuits to manipulate audio signals.
Don’t worry if you find these descriptions even the least bit confusing, as examples of each circuit in the following chapters will provide further amplification.
Voltage-Controlled Oscillator (VCO)
If you were to zoom in on a guitar string after it’s been struck or plucked, you’d find the string oscillates, or visibly vibrates. The oscillation of the string forces the air molecules around it to move generating the waves that you perceive aurally as sound. The mass or thickness of the string will determine at what frequency the oscillator vibrates. Thicker strings have a lower frequency of oscillation, whereas thinner strings oscillate at a faster rate.
All synthesizers use an oscillator circuit to generate sound waves. The voltage-control aspect is what determines the frequency or pitch of the oscillator, the higher-voltage settings resulting in higher frequencies. Most synthesizers are capable of generating at least four basic waveforms: sawtooth, square, triangle, and sine waves. Furthermore, some or all of these waveforms are available simultaneously.
Sawtooth Wave
The sawtooth waveform is one that is rich in overtones and harmonics and is generally perceived and described as buzzy and/or bright. It is arguably the most popular of the basic waveforms and is sometimes considered the all-purpose waveform, rendering it most applicable.
Figure 1.1
Square Wave
The square waveform is often described as having a hollow quality. Like the sawtooth waveform, it contains a lot of harmonic content, yet it sounds quite different in comparison.
Triangle Wave
The triangle waveform has less harmonics and overtones when compared to the sawtooth and square waveforms. It’s an ideal waveform for re-creating bass sounds as well as flute tones.
Sine Wave
The sine waveform has no harmonics or overtones and is described as soft in comparison