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Sound Design and Mixing in Reason
Sound Design and Mixing in Reason
Sound Design and Mixing in Reason
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Sound Design and Mixing in Reason

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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

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