65 – Thor Crossfading Techniques

Since everyone seemed to enjoy the Thor tricks I posted last week, I thought I would continue with the Thor synth and show you a few more ways to work on your synth and sound design chops in Thor. This time, we’re going to discuss the art of crossfading inside Thor. And hopefully you’ll learn some new tricks along the way.

Since everyone seemed to enjoy the Thor tricks I posted last week, I thought I would continue with the Thor synth and show you a few more ways to work on your synth and sound design chops in Thor. This time, we’re going to discuss the art of crossfading inside Thor. And hopefully you’ll learn some new tricks along the way.

The idea of crossfading can be found in any DAW and you might even have a crossfader on your MIDI Controller as well; that’s just how important it can be. And when you think of crossfading, you usually think of a DJ crossing over from song to song. All of this is valid. However, there are many other ways to cross-fade, and as all good sound designers understand, crossfading can provide an unlimited supply of variety and movement to your sound.

In this series, I’m going to show you a few things you can do inside Thor to gain access to a variety of cross-fading techniques. So let’s get started.

The project files can be found here: thor-x-fade-examples. They include a set of Thors and Combinators to show the various examples I’m putting forth here. Check them out to see how the techniques below are applied.

Introduction: What’s a Crossfader?

First of all let’s define what a crossfade is. Put simply, a crossfade is a control that moves from sound “A” to sound “B,” such that when the crossover is at the middle, an equal part of both “A” and “B” can be heard. As the control starts at the leftmost position, all of “A” will be heard, while none of “B” will be heard. At the rightmost position, all of “B” will be heard and none of “A” will be heard. That’s it in a nutshell.

From an engineering or electrical perspective (which is faithfully recreated in Reason), there are two types of crossfades that can be created: “Linear” crossfade and “Equal Power” crossfade. Without going into too much discussion about these, it’s important to know that the majority of the time you will want an “Equal Power” crossfader control, as opposed to a “Linear” crossfader control. And it’s also important to know that setting up an Equal Power Crossfader in Reason takes a little more work. Linear crossfaders tend to dip in volume as the control nears the middle between sound “A” and sound “B,” which is usually not what you want. For a more in-depth explanation, you should read Kurt (Peff) Kurasaki’s great article on the subject: One Hand in the Mix: Building Crossfaders using the Combinator.

Starting off Slow: Crossfading Oscillators

When you think of designing a sound, you will always start by selecting an oscillator. Since Thor has 6 to choose from, this means we can either crossfade between two similar oscillators set differently, or crossfade between two entirely different oscillators altogether. And the great part is that Thor comes with a pre-built crossfader to do just that: The Mixer “Balance” knob.

Here’s a short video to showcase how to crossfade between oscillators:

Taking things a bit further: Crossfading Filters

The next thing we should take a look at is a way in which to crossfade filters inside Thor. When you start crossfading filters, you would select an Oscillator, and then send them into two different filters. The problem here is that if you use the number assignments to send the Oscillators into the Mixer (buttons 1, 2, and 3) and then on into the two filters (set up in Filter slot 1 and 2), you’ll soon realize that You will always have a mix of both filters in your final output. In a basic one Oscillator sent to two different filters scenario, you’ll end up duplicating the oscillator and will always hear this duplicated sound through the two filters in the final output.

The solution is to break the normal chain of events and bypass the mixer altogether. Turn off all the Oscillator assignments going into the mixer (de-select all button 1, 2, and 3 assignments between the Oscillator and Filters 1 and 2). Instead, have the Oscillator sent to both filters directly, and then use a Rotary to act as the scaling knob for these two assignments. This has the effect of controlling the direction of the oscillator going into filter 1 and filter 2 (controlling the amount of sound passed through into both filters). Doing it this way provides a usable crossfade for both filters, and puts it neatly on a Rotary; all within Thor.

The Modulation Bus Routing Section (MBRS) looks like this:

Osc1 : 100 > Filt1 In : -100 > Rotary 1

Osc1 : 100 > Filt2 In : 100 > Rotary 1

The front panel of Thor would look like this:

Crossfading Filters in Thor setup: The front panel
Crossfading Filters in Thor setup: The front panel

And here’s a video to outline how you set it all up:

Using Crossfading to Access the Oscillator’s Envelope Amount Knob

This next approach will show one way to solve a problem that has annoyed me since the inception of Thor. If you do a lot of sound design using Thor, you’ll come up against an issue with the Filter Envelope knobs. Put simply, you can’t modulate them or automate them inside Thor. It’s one of the few parameters, along with the sync Oscillator buttons and bandwidth sliders, which you can’t control using the MBRS. Of course, you can put Thor inside a Combinator and use the Combinator programming to map this parameter to a Combinator Rotary. But that’s a bit of a waste of a device.

So here’s one solution to do everything within Thor. The idea is to duplicate the exact same filter in filter slots 1 and 2. Both filters have the exact same parameters, except filter 1 Envelope knob is set to zero (0) and the filter 2 Envelope knob is set to 127. From here, we can use the same crossfading filter trick we used before and set up the Rotary to cross between these two filters. In essence, the crossfade works as an envelope amount increase knob. Voila!

But this trick is not without it’s downsides. Though you can send any number of oscillators through both filters. In essence you are losing 1 filter slot (don’t forget you still have filter slot 3 if you want to add a filter into the mix). So this trick is really only useful if you have a setup where only 1 or 2 filters are needed. If you need a third filter or more, you’ll have to send the audio output to additional Thor(s) and use this additional Thor(s) filters.

Here’s what the Thor front panel looks like when we want to access the Envelope knob:

Crossfading Filters to access the Envelope Amount Knob in Thor
Crossfading Filters to access the Envelope Amount Knob in Thor

And here’s a video to outline how you set it all up:

One thing you might not have thought about: Crossfading LFOs

This next trick is probably one of the more interesting ways to crossfade elements in Thor. And it’s probably not thought about too much by new recruits to the Reason world. However, it’s a useful setup and can provide some more advanced modulation options. One LFO on it’s own can deliver some nice modulations, but how about mixing two LFOs together? This setup can open you up to a world of new modulations in your sound design. And it’s really not hard to accomplish at all. In this instance, you’ll want to create a second device (Subtractor, Malstrom, or another Thor) in order to access two free-running LFOs.

The essence of this design is to take a secondary LFO source, and send that into the CV1 input on the back of Thor. Once you do that, you gain access to this LFO and can combine it with Thor’s LFO2. Set up both LFOs with different waveforms, and add them to a Rotary, and you have yourself an LFO crossfade in Thor. This can then be used to modulate any parameter in Thor you can think of (Amp Envelope parameters, Oscillator FM Frequency, Filter Frequency, etc.).

The MBRS would look like the following:

LFO2 : 100 > Filt1 Freq : -100 > Rotary 1

CV In1 : 100 > Filt1 Freq : 100 > Rotary 1

And here’s a short video to show you the setup:


So that’s it in a nutshell. Crossfading various parts of Thor can be a lot of fun, and provide a very useful avenue to explore modulations, sound possibilities, and all kinds of crazy routings. What other crossfading ideas do you have? Perhaps crossfading between two Oscillators’ FM Frequency might be an interesting idea. And how about setting up another Rotary to crossfade two LFO’s which affect this FM Frequency. You can do it all inside Thor. No need to step outside too far to get it accomplished.

Good luck in all your music making. I hope this helps to inspire you next time you are designing that killer sound in Thor.

64 – Creative Thor Synth Tricks

This tutorial is one that might show you a few new tricks with Thor. Recently I’ve been doing a lot of new sounds in the Reason rack, and I wanted to show off a few new things I’ve found out as I was creating inside Thor. This will also take you on a journey showing how I would come up with a simple synth lead in Thor.

This tutorial is one that might show you a few new tricks with Thor. Recently I’ve been doing a lot of new sounds in the Reason rack, and I wanted to show off a few new things I’ve found out as I was creating inside Thor. This will also take you on a journey showing how I would come up with a simple synth lead in Thor.

Trick #1: Creating a Dry / Wet control for the Kong effects using Thor’s Mod Wheel

This trick was one I stumbled upon when I was trying to figure out how to create a control which allows you to crossfade between the dry and wet control in the Kong effects device (since some of the Kong effects don’t allow you to automate the dry/wet knob directly. This method uses Thor as a pass-through for both the dry and wet signals, and then assigns them to the Mod Wheel. Once this is done, you can use the Combinator mod wheel to effectively switch between a fully dry signal (when the mod wheel is lowered), and a wet signal (when the mod wheel is raised).

This little strategy also has one other benefit: It doesn’t require you to utilize any modulation lines inside the Combinator programmer. This means that if you have a Crowded set of modulations for a particular device which uses all the Combinator modulation lines, you can still add this to the Mod Wheel of the Combinator without having to sacrifice any of those crafty modulations you’ve set up.

The general idea is that you use a Spider Audio splitter to send one split into the Kong effect, and the other split directly into 2 Thor inputs (input 1 & 2). Then you send the Main outputs of Kong into another 2 inputs on Thor (input 3 and 4). The 2 main audio outputs of Thor are then sent to a Mixer or to the final output.

Inside the Kong, you would add your effects devices in the Bus FX and Main FX slots. Set up the effects to your liking.

Then in the Thor pass-through, ensure that all the parameters are turned off or turned down (remove Osc 1, bypass filter 1, etc.). In the Modulation Bus Routing Section (MBRS), you would create 4 lines as follows:

Audio In 1 : 100 > Audio Out 1 : -100 > Mod Wheel

Audio In 2 : 100 > Audio Out 2 : -100 > Mod Wheel

Audio In 3 : 100 > Audio Out 1 : 100 > Mod Wheel

Audio In 4 : 100 > Audio Out 2 : 100 > Mod Wheel

Now when you raise the Mod wheel in the Combinator, the affected split (going into Audio in 3 and 4) on Thor, is going to be heard. When you lower the Mod Wheel, you have a dry signal.

Bear in mind in the video below, I had these splits switched around in the back of the rack (Audio in 1 and 2 were the wet splits and Audio in 3 and 4 were the dry splits). Since this was the case, I had to switch the scaling on all four Mod Wheel lines in the MBRS. So Audio in 1 and 2 had a scaling of “100” and Audio in 3 and 4 had a scaling of “-100” — it’s really the same idea, just in reverse.

Here’s the video which outlines how to use Thor as a dry/wet control for your Kong effects:

Trick #2: Creating some Movement for your Thor Sounds

This isn’t so much a trick, as it is a way to add some modulations and movement to your sound. So here’s a quick way to introduce some LFOs and Looped Mod/Global envelopes to affect the various Oscillators, Delay and Pan in Thor. Let me tell you, there’s hours, days, and months of fun to be had in Thor just by adjusting various parameters such as these.

Here’s the video outlining how to get a bit more movement from some of the parameters in Thor:

Trick #3: Gating and Transposing your Thor Sequences along the Keyboard

I have to give a big round of thanks to James Bernard for stearing me in the right direction with this. And when I found out how to do this, it was a “D’OH!” moment. As soon as he showed it to me, I felt completely stupid for not realizing how to do this in the first place.

In this method, you create a wonderful sequence to play your Thor patch, but instead of having to hit the “Run” button each time you want to hear the sequence, you trigger it from the “MIDI Key Gate,” which is a fancy way of saying, turn on the “Run” button in Thor’s step sequencer whenever you press a key on the keyboard.

Next, you set up Sequence to follow the “MIDI Note value” that is input, which again, is a fancy way to say that where you play the keyboard will determine the notes that are played in the Thor sequence.

So putting this together is a piece of cake. Assuming you have a sequence set up in Thor’s Step Sequencer, and your sequence in, set the Run Mode to “Repeat” and direction to “Forward” (or any other direction you wish). Turn off the “MIDI” light on Thor’s global panel, otherwise you get duplicated notes playing the same instrument (probably not what you intended). Finally, enter the following in the MBRS:

MIDI Gate : 100 > S. Trig

MIDI Note : 100 > S. Transp

Now when you play the sequence, it will be tracked along the keyboard and will only run when a key is pressed down.

Here’s the video that shows how this is done (building on the Thor patch I was building in the video above).

Note, if you want, you can also add Velocity information into the mix. Just add a new line in the MBRS as follows: “MIDI Vel : 100 > S. Vel.” If you do this, be sure to change the sequence edit knob to “Velocity” and ensure that all the steps for velocity are set to zero (0). You “can” set them to values higher than zero if you want, but then this will affect the velocity in tandem with the MIDI velocity from your keyboard. It’s these two values “combined together” that merge to form the final velocity value of the notes that are played.

Trick #4: Using Frequency Modulation between Oscillators

This isn’t so much a trick really, but something I like to try out once in a while. When the patch you’ve created is pretty much finished and you like the way it sounds, it never hurts to try this out. Set one Oscillator to modify the FM Frequency (in Thor’s menu list, this is shown as “Frequency (FM)”). You can often get some weird and wonderful new sounds that you didn’t know were hidden behind the scenes. Add to that a few effects like a Vocoder and some Scream “Tape” compression, package it up in a Combinator, and you just found your new lead sound. Here’s a video that shows how to do just that:

So there you go. A few interesting ways to utilize Thor and create a nice little synth lead. Let me know what you think, and also let me know if you have any other tricks along the same lines. Perhaps I can keep going with this whole Thor idea and show off a few other things you can do in an upcoming tutorial. For now, thanks for stopping by, and good luck in all your creative Reason productions.

63 – Effects Bypass Methods

This article is not so much a creative experience as it is a basic concept and educational tutorial about how to create bypasses for your effect Combinators. You can use a bypass to enable the sound travelling through the effects processor to play while the effects are turned off, and then allow the effect to affect the sound when they are turned on. In essence, it’s a way to build your Combinators so that they can be more flexible, and still allow sound to pass through; letting you decide when you want the effects built inside them to take hold of your sound.

This article is not so much a creative experience as it is a basic concept and educational tutorial about how to create bypasses for your effect Combinators. You can use a bypass to enable the sound travelling through the effects processor to play while the effects are turned off, and then allow the effect to affect the sound when they are turned on. In essence, it’s a way to build your Combinators so that they can be more flexible, and still allow sound to pass through; letting you decide when you want the effects built inside them to take hold of your sound.

This may be old hat for many of you reading here, but I’ve had a few requests for some explanations on how to split signals and create chained effects. So I thought I would put together a little piece on some different bypassing methods, since that’s vital to the core of creating multi-FX processors.

You can download the project files here: Bypass-examples. This contains a few examples of different methods you can use to Bypass effects inside a Combinator. The files are all done in Reason 5, though you can still use them if you have Reason 4 as well. This zip file also includes updated versions of the 3 Key FluX FX processors I created for a recent article. This updated version allows you to still hear the unprocessed audio signal going through the Combinator when keys are not pressed. Read on to see how I set that up.

Why would you need a bypass if the Combinator already has an Enable On/Off/Bypass switch, as well as an “Enable all Effects” button. The answer is simple. The Enable switch can click and pop if you automate it or use it while the sound is running. For this reason, I never ever under any circumstances use it. Well, okay, I do use it the odd time, but only in a situation where I’ll either keep it on, off, or bypassed the entire time the song or track is playing. I never automate it to change during a track or song. If you do, you can have undesired “pop” consequences.

As for the “Bypass all effects” and “Run Pattern Devices” buttons on the front of the Combinator, the main problem with those is the lack of automation ability. Since you can’t automate them, you’re limited in how you can use them or set them up inside your track. And why limit yourself to a bypass that can’t be automated? So while these buttons are good for previewing sounds, and getting things to run on and off while I’m creating patches or testing patches, they have very little practical use for me when I’m building a song.

So here are some of the methods I use to create an FX bypass.

The Basic Button-based Bypass (say that ten times fast).

This method is probably one of the easiest and simplest of all bypasses. It allows you to build one yourself using one of the programmable Combinator buttons. We’ll start with the premise that you have created a Combinator with a 6:2 Line Mixer, added a synth (I’ll use a Thor here, but any synth or sampler will do). Then I have a Matrix playing this Thor synth. Finally, I have a simple Scream distortion unit at the end of the chain, so that the Thor synth is running through a Scream algorithm to give it some bite. This is our effect unit. And this is what we’re going to bypass.

The initial device setup from the front panel in the Rack.
The initial device setup from the front panel in the Rack.
The initial device setup from the rear panel in the Rack.
The initial device setup from the rear panel in the Rack.

Now for the Bypass. Add a Spider audio merger/splitter between the Mixer and the Thor device. Flip the rack around (Tab) and connect the Thor left/right outputs into the Spider’s Splitter inputs. Then send one split pair out to the Line Mixer’s channel 2, and send another split pair output to the Scream input.

The back of the Rack, showing the routing which is split to 2 separate channels on the Line Mixer (using a Spider).
The back of the Rack, showing the routing which is split to 2 separate channels on the Line Mixer (using a Spider).

Next, flip back to the front of the Rack (Tab) and open up the Combinator programmer panel. Select the Line Mixer, and enter the following into the Modulation routing section:

Button 1 > Channel 1 Level : 100 / 0

Button 1 > Channel 2 Level : 0 / 100

This sets up Button 1 on the Combinator to switch between the two channels of the Line Mixer. If you play the sequence, you can bounce back between the FX-applied version of the sound (with the button disabled), and the bypassed (original unprocessed) version of the sound (with the button enabled). If you want to switch this around and have the bypassed version the default, just reverse the min/max amount values for Channels 1 & 2 in the Combinator’s Modulation Routing section, or else flip to the back of the rack and reverse the cable pairs going into Channels 1 & 2. That’s all there is to it.

The Button 1 setup on the Combinator, showing the Line Mixer settings and Modulation Routing.
The Button 1 setup on the Combinator, showing the Line Mixer settings and Modulation Routing.

Switching Between Three Values

This is all well and good, but there may be times that you want to switch between more than 2 parameters or channels. This can get a little more tricky, but is still relatively easy to work out. The trick involves creating a second 6:2 Line Mixer. I’ll show you what I mean below.

This idea came out of a user on the Reason forum who wanted a way to switch between Oscillator 1 and Oscillator 2, and then a Combo of both Oscillators together (1&2). I’ll use a different example here where I have a switch between 2 Scream algorithms (Scream 1 and Scream 2), and then another switch which bypasses both FX and gives you access to the original unprocessed sound. It’s the same type of idea, just implemented via FX instead of Oscillators. But if you want to read about the original question that was posted, here it is: https://www.propellerheads.se/forum/showthread.php?t=139636.

The way you do this is to first set up all the various parameters (or effects devices) to create the two different sounds. Working off the original “button-based” example above, we’ll add another Scream device below the first Scream unit (hold down Shift while you create the device, so that it’s not auto-routed). Send a new split pair from the original Spider, and have that going into the input on this “Scream 2” device.

Then create a new 6:2 Line Mixer beneath the first Line Mixer. Set up both line mixers with the following routings:

Line Mixer 1 (Main Mix):

Channel 1: Left / Right input from Line Mixer 2 (below)

Channel 2: Left / Right input from one split pair of the Spider Audio Splitter.

Note: The main left / right output goes into the “From Devices” input on the Combinator.

Line Mixer 2 (FX Mix):

Channel 1: Left / Right input from Scream 1

Channel 2: Left / Right input from Scream 2

Note: The main left / right output go into Channel 1 on Line Mixer 1 (Main Mix).

In the Combinator programmer, enter the following settings for the Modulation Routing:

Line Mixer 1 (Main Mix):

Button 2 > Channel 1 Level : 100 / 0

Button 2 > Channel 2 Level : 0 / 100

Line Mixer 2 (Main Mix):

Button 1 > Channel 1 Level : 100 / 0

Button 1 > Channel 2 Level : 0 / 100

The "Triple Switch" bypass routings on the back of the Rack. It's really not as hard as it looks.
The "Triple Switch" bypass routings on the back of the Rack. It's really not as hard as it looks.

Now enable Button 1 and disable Button 2. This means the new Scream 2 device will be sounding. Note: you will first need to press each of the buttons once to “initialize” their settings. Enter some different settings on this new Scream device until you like what you hear (or load up a patch from the Factory Sound Bank).

Yes, there is a much more compact way of creating this type of scenario. It involves setting up only 2 Screams in series and then using the Combinator Modulation Routing section to enable / disable each Scream device (enabling / disabling each 3 parts of the Scream unit). But for the sake of showing how bypassing works, I’m not going to do it that way here.

With this setup, Button 1 acts as a switch between the 2 effects, and Button 2 acts as the bypass switch between those 2 effects and the original unprocessed sound. Cool right?

Bypassing FX that are on your Keys

There is another kind of bypass method that works well if you have your effects set up on keys. A perfect example of this is the “Key FluX FX Processor” Combinator I created a few articles ago. In those project files, I created a few different Combinators that were controlled by pressing the keys on your keyboard, but I failed to integrate a bypass method, so that you didn’t hear the original unprocessed sound when the keys weren’t being pressed. Essentially, you only heard a sound when the keys were pressed. So here’s a method you can use to create a bypass to hear the original unprocessed sound anytime the effects are not being played.

This method boils down to one thing: allowing the unprocessed sound to be heard when keys are not pressed. In other words, we need a way to tell Reason that when the MIDI gate is NOT triggered, let the sound pass through. When the MIDI gate IS triggered, let the effects be heard. We already have the latter part of this process set up in the patches by default. So we simply need to create a method for the former to work. Here’s how it’s done.

You need 3 things when creating this kind of bypass: A 6:2 Line Mixer, a Thor, and a Spider Audio Merger/Splitter. Add those into the Combinator. Take the left / right cable pair “To Devices” going from the Combinator into the Spider Splitter Left / Right input. Then send one split pair into Thor’s Audio In 1 & 2, and another split pair going out to the effects chain (in my Key FluX FX Processor patches, these cables would go into the first FX chain Spider Audio Merger / Splitter — to split the signal out to all the various keyed FX).

Then send the Left / Right audio output from Thor into the first channel of the 6:2 Line Mixer (in the image below, this is labelled “Bypass.” This Line Mixer’s second channel’s left / right input is coming from the end of the audio signal chain after all the effects. In other words, you need to send the final signal post FX processing into the second channel. This is the end of the audio line after the effects. The Line Mixer becomes the switcher, just like in the first example above, however, we’ve added an automatic component into the mix by adding the Thor device.

The back of the rack showing the routing between the Line Mixer, Spider Audio Splitter, and Thor.
The back of the rack showing the routing between the Line Mixer, Spider Audio Splitter, and Thor.

So what is this Thor device doing to the audio. Before it can do anything, you need give it an explanation of what you want it to do to your audio (which is much easier than explaining the Theory of Relativity to a third grader). In the Modulation Bus Routing Section (MBRS), enter the following:

Audio In1 : 100 > Audio Out1 : -100 > MIDI Gate

Audio In2 : 100 > Audio Out2 : -100 > MIDI Gate

Thor's Modulation Bus Routing Section (MBRS) showing the negative MIDI gate scaling.
Thor's Modulation Bus Routing Section (MBRS) showing the negative MIDI gate scaling.

There you have it. The negative MIDI gate values mean that the original unprocessed sound will shine through when the keys are NOT played. They will also cut the sound when the keys ARE played. In this case, since you have the effects loaded on the keys, the FX signal will take over and you’ll hear the effects processing the sounds while those keys are played.

It’s important to note that negative values are possible in the MBRS and can sometimes be preferred over positive values. I say this because many beginners who are new to Reason may not be aware of how negative values can be beneficial. Case in point above. Also don’t forget you can program Mod Bus Amount and Scale values inside the Combinator’s Modulation Routing section (to switch values using a Rotary or Button). And last but not least, you can automate Amount/Scale value changes directly in the main sequencer. So you have lots of possibilities here.

Lastly, since not all keys have effects mapped to them, you need to do one last thing. You need to map the key range of the Thor Bypass device to the same range as the keys that have effects on them. If you don’t do this, anytime you press a key that doesn’t have an effect loaded on it, you won’t hear any sound. This is because we’ve told Thor to cut out the sound on non-mapped keys. So open up the programmer, and select the “Bypass” Thor device. In the Key Mapping section of the Combinator, enter the proper Lo and Hi Key Range (near the bottom in the image below).

Mapping the key range of the effects to the Thor Bypass device in the Combinator.
Mapping the key range of the effects to the Thor Bypass device in the Combinator.

Note: Since you can’t map non-contiguous regions (two separate regions with a space between the two), you need to ensure your effects are mapped to consecutive keys along the keyboard. You can’t, for example, have A1 and A2 mapped to 2 different effects without any effects mapped to the keys in between A1 and A2. This just won’t work correctly.

Pretty simple right? That’s all there is to it.

So do you have any other interesting ways of bypassing signals in Reason. I can think of a few other innovative ways to do it using CV as well. But this should at least get you started when you begin creating your own effects devices inside a Combinator. If you have any other ideas, please share them with the group. It’s always good to get more than just my own opinion on the matter. Especially since there are so many talented Reason users out there. Until next time, have fun playing inside Reason!

62 – Song without a Sequencer

After working with the Thor step sequencer, and in honor of Music Making Month at Propellerhead Software, I posted a challenge on TSOR (The Sound of Reason): Create an entire song without the main sequencer in Reason. So here is my attempt at a song without a Sequencer. And I’m here to say, it can definitely be done!

After working with the Thor step sequencer, and in honor of Music Making Month at Propellerhead Software, I posted a challenge on TSOR (The Sound of Reason): Create an entire song without the main sequencer in Reason. So here is my attempt at a song without a Sequencer. And I’m here to say, it can definitely be done! The following were the basic rules:

  1. You can’t use the main sequencer. This means you can’t have any note, audio, pattern or automation lanes or clips. Kindly step away from the Main Sequencer!
  2. The song has to be a decent length: about 3-5 minutes.
  3. You can use the L / R and End markers in the sequencer (to indicate the end of the song, or to loop the song over again so we at least know the song’s end location).
  4. It can’t be a “live jam” and it can’t consist of the same one note sound over 4 minutes in length (yes, I get the joke Mr. Marcel Duchamp — Har dee har har). In the spirit of a challenge, this is put out there to challenge you as a musician who loves making songs in Reason. So give it a good shot.

What you end up with is a song that is pretty much controlled via CV and the device sequencers (Thor, Redrum, and the Matrix). After a few days, here’s what I came up with:

Song without a Sequence by Phi Sequence

I thought this was an interesting challenge, given it’s not easy to throw the Main Sequencer aside. For one thing, how do you mute or fade in / out? For another, how do you automate your sends? All very interesting challenges and all will require those that participate to flex their CV muscles. And I strongly encourage you to do so, because the more you learn about CV and the back of the Reason rack, the more you will understand inner connections, and the easier it will be to take what’s in your head and spit it out in Reason.

So enough preaching. Here, I’m going to explore a few tricks to overcome the lack of the Main Sequencer in our song challenge.

You can download the project files here: Song-without-a-Sequencer. This is a zip file that contains a reworked copy of the 128-step forward sequencer Combinator that is used extensively below (works with Reason 4 & 5, and Record 1.5), as well as a finished song file I created without the use of the Main Sequencer or any automation, notes, or pattern lanes / clips (the Song file works with “Record 1.5 + Reason 5”). Note: please respect that the included song file, like everything else on this site, is under the Creative Commons 3.0 licensing, meaning you can mix, remix, share, and play around with the song to your heart’s content, but you will need to provide the source info and a link back to my site here in any productions you do with this file. Share and share alike ok? And you can’t make any money off the file. But if you remix or play with the file, send them back to me privately and I’d be happy to showcase them here in a new posting (send to my email in the top menu), I’d love to see what you come up with. Don’t be shy! 😉

To start tackling this pickle, I first thought about how the song would be sequenced? Since I can’t use any note lanes, the notes would have to be placed inside one of two possible devices: The Thor Step Sequencer or the Matrix. You can also use the RPG-8 to help play your notes and the Redrum could be used as a sample player/sequencer. But I thought I would stick to the Thor and Matrix for most of my song. As I have already explored creating a song entirely using Matrix sequences on my blog, I thought it would be a better challenge to use Thor as my main sequencer. Note: it also helped that I just came off a Thor Step Sequencer bender in the last 2 tutorials I wrote. So it was fresh on my mind.

With that accomplished, I had to set out using Thor as the sequencer for the song. The next step is to figure out the length of your song. If my song is 120 beats per minute, and I use 4/4 time, each bar is 2 seconds long, or 30 bars per minute. If I set up Thor’s step sequencer rate to be 4/4, that means each step is one full bar long (2 seconds). Using this rate/resolution, I can calculate that I will need 8 Thors to sequence a song 4 minutes long (4 minutes = 120 bars or 120 steps in Thor. Thor can produce 16 steps, so 120 / 16 = 7.5 Thors). I promise that will be the only math you’ll need to do in this tutorial. 😉

So the way I started was to create a Combinator with 9 Thors all strung together. See the Generative Ideas tutorial for a complete explanation, or you can download the Project Files at the top of this tutorial. We’re using the forward running Thor 128-step sequencer as a starting point. This is a Combinator that you can modify for use as a forward running sequencer to control various sounds and their levels. You can set all the rates on these Thors to 4/4 and you’ll have yourself a 4-minute sequencer. Now comes the modifications:

Since we can’t use the Main Sequencer at all, we need a way to a) Trigger the Step sequencer via CV, and b) modify the sound source levels via CV. Here’s how you do that:

Triggering the Step Sequencer via CV

The biggest problem you will encounter when doing things this way is how to trigger the step sequencer to start, and ensure it is only triggered once, and never again. The solution I came up with is to use 2 Matrix Curves inside the step sequencer Combinator.

  1. Hold your Shift key down and create a Matrix under the set of sequenced Thors (we’ll call this “Trigger 1”). Switch to “Curve” mode, and on pattern A1, set it to 32 steps with a resolution of 1/2 (though I don’t think the step length or amount of steps really matters, as long the step length is above 2 steps, but as these settings worked for me, I’m not going to deviate from them). On step 1, set the curve to it’s full height (MIDI 127).
  2. Select this Matrix, right-click and select “Duplicate Devices and Tracks” to create a copy of the first Matrix (we’ll call this “Trigger 2”).

    The 2 Matrix Triggers (Trigger 1 and Trigger 2) with the exact same settings.
    The 2 Matrix Triggers (Trigger 1 and Trigger 2) with the exact same Curve settings.
  3. Now flip to the back of the rack and send the Curve CV from Matrix 1 into CV input 1 on the Combinator. Send the Curve CV from Matrix 2 (Trigger 2) into CV input 2 on the Combinator. Set the Trim knobs on both CV inputs to full 127, and switch to “Unipolar”

    Note: If you have Reason 4, you can still do this trick, just send the Curve CVs from both Matrixes into Rotary 1 and Rotary 2 CV inputs, set their trim knobs to full, and on the front of the Combinator, turn Rotary 1 and 2 down to 0 (zero; fully left).

    The two Matrix Triggers' Curve CV cables being sent to CV 1 & CV 2 inputs on the Combinator, respectively.
    The two Matrix Triggers' Curve CV cables being sent to CV 1 & CV 2 inputs on the Combinator, respectively.
  4. Flip to the front of the rack and in the Combinator’s Programmer, select the first Thor device in your sequence. Enter the following into the Modulation Routing:

    CV in 1 > Button 1 : 0 / 1 (For those using Reason 4, change “CV in 1” to “Rotary 1”)

    The first Thor Step Sequencer Triggered to start by the Curve of the Trigger 1 Matrix.
    The first Thor Step Sequencer Triggered to start by the Curve of the Trigger 1 Matrix.
  5. Select the Matrix 1 (Trigger 1) device and enter the following into the Modulation Routing:

    CV in 2 > Pattern Select : -1 / 0 (For those using Reason 4, change “CV in 2” to “Rotary 2”)

    The Trigger 1 Matrix's Pattern switched by the Trigger 2 Matrix.
    The Trigger 1 Matrix's Pattern switched by the Trigger 2 Matrix.

Now what happens is as soon as you hit the Play button on the Transport, the second matrix triggers the pattern of the first Matrix, which kicks off the first Thor step sequencer (provided Button 1 on this Thor is set to trigger the start of the Sequencer — turning it on, which should already be set up if you downloaded the 128-step sequencer). The great thing about this setup is that it’s a “one-time” trigger setup. Every time the Matrixes come around to trigger again, Matrix 1 will be one step ahead of Matrix 2, and so the first Thor will never be triggered twice. If it were triggered twice, you’d end up with all kinds of problems with multiple CV values output and summed together. Trust me, it’s not what you want to hear coming out of your sequencer.

Ask me why the steps of both Matrixes go out of sync or lag 1 step behind each other and I couldn’t tell you. I’m just happy that they do in this instance. I’m sure somewhere down the road I’ll be doing something totally different with the Matrix and need them in sync, and get all upset because they aren’t. But not here. Here I’m happy happy happy.

Modify your Sound Source Levels via CV

Now that we have the sequencer setup properly, it’s time to add in our sounds. If you look at the song I uploaded, you’ll see that I am using Curve 1 and Curve 2 of all the “Level” Combinators to output 2 level values from each “Level” Combinator. The final output of both curves are sent to the CV input on the Mix channels of the sound devices. This way, you can use the Thor Step Sequencer as a “Level” sequencer for each sound device.

The 2 Curve Outputs: The final Merged Output is sent to the splitter side of the Spider, and then one of the splits is sent to control the level of the sound device.
The 2 Curve Outputs: The final Merged Output is sent to the splitter side of the Spider, and then one of the splits is sent to control the level of the sound device.
The 2 Curve inputs: The CV controls the level of the sound device. Input is on the Mix Channel, and the Trim Pot is set to 100.
The 2 Curve inputs: The CV controls the level of the sound device. Input is on the Mix Channel, and the Trim Pot is set to 100.

If you need more level controls, just duplicate the 128-step sequencer Combinator and send the Merged Curve outputs to the devices you wish. Just make sure to keep all the Step Sequencer rates the same in all Thors so that you don’t go out of sync. Not that you can’t change the rates, but things will be much easier if all the Thors in each of the Combinators move at the same time through their steps.

Using this method, you can now fade in your song and fade out your song by adjusting the steps’ curve values in the first Thor sequencer (fading in) and adjusting the steps’ curve values in the last Thor (fading out). You can also control what is heard at any point in time along the song. For instance, I added a Trance Lead “Fill” in the middle of the song by adjusting the steps of the curve that controls the Fill’s Mix Channel Level CV. If you open up this Combinator, you’ll see that all the curve CV values of all the Thor steps are 0 (zero), except for Thor 4, 5 and 6. The curves in these Thors are raised up to around 64 gradually (fading in), and then lowered back down to 0 (zero) gradually (fading out). This has the effect of bringing the fill into the soundscape in the middle of the song. At the same time, most of the other devices except the Basses are lowered during the fill. If you wanted to mute any part along the way, just make sure that the curve value is set to zero. To have it sound, bring it upward to the level you desire (any non-zero level).

Alternately, if you want to mute the sound for a given device, you can just turn off the step where you want to mute the sound (the small red square beneath the steps). However, if you mute this way, it will mute both curves, so if you are controlling 2 devices with the 2 different curves of the same Thors, you’ll end up muting both devices. To get around this, have only one curve from Thor controlling one device (put another way, use only one 128-step sequencer Combinator to control one sound device).

So that shows you how to Trigger your song, change the sound device levels over time, and mute the sounds in your song.

Adding Send Effects

Another thing I wanted to try and accomplish is adding a send effect into the Record Main Mixer and control when and where this effect gets added. If you look at my song, you’ll see a Delay device connected to “Send 2” of the Master Section. This is a nice send effect to use because it already comes equipped with a “Dry/Wet” control on Rotary 4. The crux of the biscuit is this: You need to set up a similar Dry/Wet control for any send that you want to control during the duration of your song. This way, you can use another Curve from a 128-step sequencer Combinator into the Rotary 4 CV input on the back of the Combinator, and turn the CV Trim Knob all the way up to 127. Then flip the rack around and reduce Rotary 4 to 0 (zero; all the way left).

Rotary four (dry/wet knob) is reduced to 0 (zero) shown on the left, and a "128-step sequencer curve" is sent into the Rotary 4 input on the back (with the trim knob set to 127), shown at right.
Rotary four (dry/wet knob) is reduced to 0 (zero) shown on the left, and a "128-step sequencer curve" is sent into the Rotary 4 input on the back (with the trim knob set to 127), shown at right.

Next, you need to turn on the Send effect for the devices that will use it (you’ll see in my song that the drum and  Rex Loops take advantage of this delay send effect). Now, in much the same way as the sound devices are being controlled by the other step sequencer Combinators, the level of the “wet signal” of the delay is being controlled by yet another merged Curve value from another Sequencer Combinator. It’s as easy as saying “right-click Duplicate Device and Tracks” — of course you’ll have to go into each Curve and tweak the levels of the Curve’s step values in all the Thors, but I think by now you get the gist of it.

The Send settings for my song. The delay is set to Send number 2.
The Send settings for my song. The delay is set to Send number 2.

Now just for the fun of it go into the Main sequencer, and delete all the tracks (Don’t delete the devices, just the tracks). Set the End marker to somewhere after 4 minutes and press Play on the Transport. Your song will play through from start to finish. You’ve now created an entire track without the Main Sequencer. I knew you could do it!

Bye Bye Main Sequencer. Asta la vista. Adios. Arivaderce!
Bye Bye Main Sequencer. Asta la vista. Adios. Arivaderce!

Where do you go from here?

This tutorial touches on a few ways you can control your song via CV. It’s by no means the only way it can be done. Not by a long shot.

Another way you could control devices without the main sequencer is to send them through a 14:2 Mixer. If you place the mixer inside a Combinator, you can check the box in the Combinator programmer, to have the Mixer receive notes. Then you can send CV into the Combinator’s Gate/CV input and play the appropriate keys to Mute or Solo your tracks connected to the Mixer. You could also send the Curves from the 128-step sequencer into the Mixer’s Level CV input, much as I have done in my song. This would control your fade-ins and fade-outs.

You could also use a Matrix device inside a Combinator and string together patterns going from A1 – D8. Then map the “Pattern Select” to a Rotary and use a very long slow LFO to move the Rotary over time. The matrix can then control any number of other devices with the Note/Gate CV source, and then you can use the Curve CV to adjust levels of the device, in much the same way I have done here. The only downside to the Matrix is that you don’t have any read-out of the CV levels, as you do in Thor, and so this can be a little daunting.

I hope this creative exercise inspires you to try it out yourself. Or at least shows you a few new hints and tricks when working with the Thor Step Sequencer and CV. Now back to making more music. It is music making month after all. 😉

61 – Generative Ideas (pt. 2)

Continuing our story about creating some random generative musical ideas in Reason, I’m going to take the Random Sequencers we built previously and find some usefulness for them. So hold on to your hat. It’s going to be a bumpy ride.

Continuing our story about creating some random generative musical ideas in Reason, I’m going to take the Random Sequencers we built previously and find some usefulness for them. So hold on to your hat. It’s going to be a bumpy ride.

You can download the project files here: Generative-Ideas-Part2. The files highlight the ideas I’m covering here. Note that some of the files work for Reason 4 and some work for Reason 5. C’est la vie.

Random Glitch Box

The Front panel settings on the "Glitch Box" Combinator
The Front panel settings on the "Glitch Box" Combinator

The first and probably best use I can find for these random generators is as a glitch box. Surprise surprise. This one really is a no-brainer. Just fire up the 128-step sequencer, duplicate the devices, and with a little reworking we have two separate randomizations: one for the notes and the other for the gate. Then load up a sample that spans the length of the keyboard, and this will be our “Grain Sample” which will be played via the sequencer Combinator. You can put the sample player inside the Combinator and just rewire the sound source CV / Gate inputs into your device of choice. Here, I’m going to use an NN19 for the sample.

 

The front of the Sampler glitch Box. It's almost like a Grain sampler, when you use the sequencer this way.
The front of the Sampler glitch Box. It's almost like a Grain sampler, when you use the sequencer this way.

 

The back of the Sampler. You could also randomize the "Sample Start Time" if you wanted to go further with this idea.
The back of the Sampler. You could also randomize the "Sample Start Time" if you wanted to go further with this idea.

 

Random FX

Remember that gargantuan “Key Flux FX Processor” I built oh so long ago? Well how about we fire up that bad boy and take it for the ride of its life. Using the same sequencer as above, we’ll plug it into the FX processor, and let it process any of your sounds. Just sit back and watch it cycle through all the various effects randomly. I think I could sit here for hours just listening to it doing its thing.

Crafting Some Useful Leads

Though this might not make any earth-shatteringly great lead tracks, you can make your sequencer more musical by implementing the following idea. First, take the 64-step sequencer, and change the notes around so that each of the four “Thor Sequencers” are 2-steps long. Then put the first two notes of your key (here we’ll use the key of C Major to keep it simple) into the first sequencer, the next two in the second sequencer, and so on. You will end up with this configuration:

Thor Sequencer 1: Step 1 = C3; Step 2 = D3

Thor Sequencer 2: Step 1 = E3; Step 2 = F3

Thor Sequencer 3: Step 1 = G3; Step 2 = A3

Thor Sequencer 4: Step 1 = B3; Step 2 = C4

Next, we’ll map the other steps so that we can add more of specific notes from the same key. In my patch I put more C, E, and G notes in the empty steps on the first Thor sequencer, and more of the D, F, A, B notes in the empty steps of the second Thor sequencer. I then added some sharps and flats into the third Thor sequencer, and additional suspended notes (and Octave shifts — i.e.: C4 notes) into the fourth Thor sequencer.

The steps in the first "Thor Step Sequencer" showing a C3-E3-G3-C4 pattern.
The steps in the first "Thor Step Sequencer" showing a C3-E3-G3-C4 pattern.

Finally, in the Combinator Modulation Routing section, I mapped the Sequencer > Step Length parameter of all four thors to Rotary 3 & 4, and Button 3 & 4 respectively. The min / max values on all were 2 / 16. This way, we can use the Rotaries and Buttons to add in further steps to increase the “weight” of them into the Random sequencer. For instance, if you turn up Rotary 1, you will introduce more C, E, and G notes. This has the effect of weighting those notes more than other notes in the key. In other words, the sequencer will “pick up” and “play” those notes more than the others.

The front of the Combinator, showing the Rotaries / Buttons. Note the Step Count is mapped to Rotary 3 to add more weight to C-E-G notes.
The front of the Combinator, showing the Rotaries / Buttons. Note the Step Count is mapped to Rotary 3 to add more weight to C-E-G notes.

Of course if the Combinator had more Rotary assignments, you could weight each key separately using 8 rotaries. But that’s just not the case. But if you look at my Kongtrol articles from a few weeks back, you could very easily build it using Kong (wink wink, nudge nudge).

The patch I built only uses 1 octave range, but there’s nothing stopping you from building this across multiple octaves, up to 128 steps, using my random sequencer here. Or you can use the Transpose feature to raise it to two octaves. Or you could use the RPG-8 to force octave switches, but then you’re going to be inputting values into the “Main Sequencer” in Reason, and I’m trying to stay away from doing that.

Modulation, Modulation, Modulation

Another interesting use of the random sequencer is when you start to get into modulation. With a random setup, you can use the CV output to modulate parameters on any of the Reason devices, even ones that don’t have a CV input (using the Combinator Rotaries as the CV pass-through). Included in the file is a “Mods” patch which show you how to create a random EQ generator and also use the same random sequence to affect some parameters to the Thor sound source directly (via CV1). The Thor’s CV1 is then mapped to the “Amp Pan” and “Osc 3 Position” parameters. Note that in order to get the EQ Frequency modulated, you need to send the random sequence CV to a Combinator rotary first. Then in the Combinator’s Modulation Routing section, you can map the rotary to affect the EQ Frequency. In the patch I’m providing, I set the Min / Max values to 600 / 100, which provided some nice movement to the sound.

The front of the Combinator showing the Thor sound source and EQ, Both of which are modulated with the Thor Random Step Sequencer.
The front of the Combinator showing the Thor sound source and EQ, Both of which are modulated with the Thor Random Step Sequencer.

 

The back panel showing the Note CV sent to the Spider and then sent to Rotary 1 and the Thor sound source CV 1 input.
The back panel showing the Note CV sent to the Spider and then sent to Rotary 1 and the Thor sound source CV 1 input.

 

The front panel of the Combinator with the Programmer displayed. Note that the EQ Parameter 1 Frequency is mapped to Rotary 1. This way a parameter without a CV input can be controlled via CV using the Rotary as a pass-through.
The front panel of the Combinator with the Programmer displayed. Note that the EQ Parameter 1 Frequency is mapped to Rotary 1. This way a parameter without a CV input can be controlled via CV using the Rotary as a pass-through.

In a nutshell, if you open this patch, you can press play on the transport, which starts the sound. No modulation is affecting the EQ, Pan, or Osc 3 Position parameters yet. In order to turn on these modulations, press button 1 (Run / Reset). You will then hear the modulations taking effect. To select the amount of modulation applied, use Rotary 1. To affect the Synced Rate of the modulations, use Rotary 2.

Note: in this kind of setup, I only used the “Note CV” value from the random sequencer. The gate CV value was not needed or used. I also removed the CV visualization DDL-1 devices, so that the patch would be accessible for both Reason 4 and Reason 5 users. Note also that the CV values are inverted through the Spider so that Rotary 1 will gain more modulation when turned to the right. If the signal wasn’t inverted, turning the Rotary to the right would produce less modulation, which is counter-intuitive in my book.

Where do you go from here?

These are just a few ideas I had when I was playing around with the Random Sequencer I created. As I went from having the first initial “problem,” I ended up with several interesting sequencer patches and ideas. This just proves that if you have a single thought or problem, and you can solve it, you can end up going in a lot of different directions which lead to even more ideas and creative projects. So I guess my point is this. Find as many “problems” as you can, and then work toward solving them. Because that just might be the creative spark you need to start an imaginative wildfire.

One other place you could take this is to build an entire “generative” song, in which all parts of it are randomized. In this case, if you used the Thor sequencer here, you would end up with a song that is never the same way twice, and one which bypasses the Main Reason sequencer entirely. As a creative project, that would be quite an undertaking. But if you want creative ideas, there they are.

Another creative “generative” idea is to blend multiple LFOs together, so that you end up with a lot of variety. You could then take a third LFO and use that to apply to one of the two LFO’s rate or amount parameter. There’s all kinds of ways you can layer LFOs to come up with some pretty intricate modulation sources. But I think I’ll save that one for another article at a later date. For now, I’m pretty much done looking at Thor’s sequencer for a while. And it’s Music Making Month, so it’s time to actually make some music right?

PS: If you come across any other ideas related to this idea of “Generative” or “Random” music, please share them. I’d love to hear and take a look at what you’re working on. All my best for now.

60 – Generative Ideas (pt. 1)

Enough about Kong already. Let’s try something a little more interesting. Let’s start with a concept: Generative Music. And let’s see what we can do with it in a Reason environment. For starters, let’s see how we can extend the Thor step sequencer a little bit. Well, okay, let’s make it go absolutely NUTS!

Enough about Kong already. Let’s try something a little more interesting. Let’s start with a concept: Generative Music. And let’s see what we can do with it in a Reason environment. For starters, let’s see how we can extend the Thor step sequencer a little bit. Well, okay, let’s make it go absolutely NUTS!

You can download the project files here: thor-extended-step-sequencer-ideas. This contains a lot of different ideas from EditEd4TV, Sterioevo, and myself. All of us had a hand in working out my little idea. And I just want you guys to know that you’re the best! Without your ideas, I never would have been able to make this thing work. So anyway, there are 5 Reason (.rns) files and 5 Combinator (.cmb) files. Read below to see what kind of mayhem you’ll find inside. Note: to “Run” any of the patches in the file, just press Button 1 on the Combinator. This will start the sequence/system going. To stop the sequence/system, press Button 1 again. There’s a “Sound Source” setup in each Combinator to test the sound. There’s also 2 DDL-1 devices in each Combinator which is used to visually see the CV Note / Gate values.

Defining Generative Music

There’s many definitions for what Generative music is. Put simply, it can be defined as music that meets the following requirements:

  1. It must be created by a “system,” which is to say that it requires an algorithm to generate the “structure” (such as algorithms, mathematical equations, number sequences, etc). There must be logic behind it, whether this logic is set up by the composer or the listener.
  2. It is ever-different and changing over time; non-repeatable and “emergent,” as wind chimes are.

Brian Eno provided a really great Generative Music lecture at In Motion Magazine. I would highly recommend giving it some time if you also enjoy this sort of thing.

Starting off with a Problem

First I’ll give you the problem: How do we create a step sequencer pattern that is 128 steps long and randomly selects values between 0 – 127 in real-time? Can this be done in Reason using Thor’s Step Sequencer?

When I was building my “Key Flux FX Processor” behemoth, I wanted a way to randomly select the MIDI note values from 0-127 (C-2 to G8). Using the Matrix was a workaround, however, you have to jump through some serious hoops in order to get it to use note values outside the typical 5-octave range of the device. And even then, the randomizations aren’t really random. You’re selecting from a set of pre-defined patterns that never change. You can click the “Randomize” function in the Matrix, but once the notes are assigned to the Matrix, they’re permanent. Thor, on the other hand, provided a way to assign a “Random” run mode that is random during “Live play” — and this is the crux of the biscuit. This is what can open you up to one area of Reason which is truly “Generative.” It’s like the Holy Grail of building a “Generative System” in Reason. However, like the Holy Grail, it’s elusive. You’ll soon see why.

As for the “Key Flux FX Processor” patch, I settled on the Matrix because I couldn’t solve a simple problem at the time: How to Merge the Note values coming out of Thor, so that you could create patterns longer than 16 steps (the total length of a Thor Step Sequencer). The idea was to set up a series of Thor Sequencers and increase each step by 1, and then randomize the whole lot, so that you can get something truly random going from 1 – 127 MIDI value. Of course, I soon realized that you can’t get something truly random like that with the Thor Step Sequencer because the way it would work is it would go from Thor 1 (randomized between 1-16 MIDI value), then to Thor 2 (randomized between 17-32 MIDI value) and so on. Not “truly” random, but still better than nothing.

However, there are two main issues with Thor’s Step Sequencer:

  1. The Thor step sequencer leaves the gate open from one step to the next and never fully returns to zero between steps. This means that merging the note/gate values sums the previous note value with the next note value. And using the “End Trig” CV to trigger the “Start Trig” of the next Thor sequencer sums the two values together. This could be seen as a bug or a feature, depending on what it is you want to do with the CV values given off by Thor. Sometimes keeping the gate and CV open is a good thing. However, not in this case.
  2. The second issue is that the Note CV values from Thor’s Step Sequencer are bipolar (-64 to +63). Not a really big deal if you understand that. But something that will leave you scratching your head if you’re trying to visualize your CV with a DDL-1 device.

These two seemingly harmless facts about the Thor Step Sequencer ended up in hours upon hours of frustration when I was trying to do something as simple as connect multiple Thors together and have them generate the exact note/gate values to apply to a single sound device.

To recap, here are the three limitations/hurdles we need to overcome in order to tackle the issue:

  1. We need to use Thor, because it’s the only device that can generate a real-time “Randomized” sequence. Using the Matrix is a non-starter because the notes cannot be changed or randomized in real-time (not to mention it uses only a 5-octave range out of the box).
  2. We need to be able to create a Step Sequencer that is 128-steps long, so that each MIDI value has a chance to be selected. Since Thor is 16 Steps long, we need 8 Thors to generate a step sequence from one end of the MIDI spectrum to the other.
  3. We need to build a method to Randomly “play” the entire sequence so that only one MIDI value is selected and played at any one time, and this value can freely jump from any value between 0-127 to any other value between 0-127.

The solution(s)

Hurdle #1:

Tackling the first issue is simple. We use Thor and forget about the Matrix. Check!

Hurdle #2:

The second issue was beautifully tackled by both Sterioevo and EditEd4TV, with two different solutions:

First, Steve (Sterioevo) came up with the brilliant idea of using the Global Sustain on Thor to shut the gate off between notes. This was perfect. You simply connect all your Thors together, send the CV from the Note / Gate outputs through Rotaries in Thor and then use the Global Envelope Sustain to scale the note and gate CV in the Modulation Bus Routing Section (MBRS) in the Thors. This allows the Global Envelope Sustain to “shut off” the gate between the steps, and you can freely merge as many note CV and gate CVs as you like. In essence, you can string as many Thors together as you like and merge them properly. See the project files for his patch.

Next, EditEd4TV provided a more compact solution. His solution sends both the note / gate CV outputs into the CV1 and 2 CV inputs on the same Thor, and then outputs them to CV 1 & 2 outputs to the Spider Note / Gate CV mergers. This step is done to convert the note values from bipolar to unipolar (that so-called benign problem #2 was solved). Then in the MBRS, he programmed the following:

CV in1 : 100 > CV out1 : 100 > Last Gate

CV in2 : 100 > CV out2 : 100 > Last Gate

The Modulation Bus Routing Section (MBRS) of Thor showing the assignments and Steps
The back of the first Thor device showing the CV routings to set up the first set of 16 steps in the 128-step Forward-running sequencer where the Thors are strung together and play end to end.
The back of the first Thor device showing the CV routings to set up the first set of 16 steps in the 128-step Forward-running sequencer where the Thors are strung together and play end to end.

Brilliant. The “Last Key > Gate” (ie: Last Gate) is what shuts off the gate after each step, and allows you to merge the note / gate CV successfully. Now you are free to string up as many Thors as you like, without a hassle. See EditEd4TV’s patch which is also included in the project files. Hurdle #2 has been jumped and solved. Check!

Note: Due to EditEd4TV’s solution being easier to build, and more self-contained, I’m going to build on his patch to solve hurdle #3. Not that Sterioevo’s solution isn’t any less brilliant or usable by the way.

Hurdle #3:

Solving the third problem hit me in the head like a ton of bricks. What was needed was a set of recursive on/off triggers. One Thor needs to be set up to control the on/off state for every two Thor sequences beneath it. Once this is set up, you can then work backwards, building a pyramid of Thor controllers to turn things on and off. Visually, it looks something like this:

Master Controller > > Controller A > > Controller A1 > > Sequence 1 (Steps 1-16)
> Sequence 2 (Steps 17-32)
> Controller A2 > > Sequence 3 (Steps 33-48)
> Sequence 4 (Steps 49-64)
> Controller B > > Controller B1 > > Sequence 5 (Steps 65-80)
> Sequence 6 (Steps 81-96)
> Controller B2 > > Sequence 7 (Steps 97-112)
> Sequence 8 (Steps 113-127)

 

So I started to work from the bottom of the pyramid upward. It worked out well for Controller A1 controlling two sequences underneath. To see how this was set up, you can look at the “Thor 32-step random sequencer” rns or Combinator file in the Project files at the top of this article. Incidentally, it uses the “double-scaling” lines in the Modulation Bus Routing Section of the Pattern Sequence Thors (so that’s a little nod to Hydlide’s next tutorial all about the MBRS — See his latest on the Mod Matrix Filters and Amps — a great read).

The idea is to create another Thor (Controller A1 in the diagram above) which switches Sequence Thor 1 and Sequence Thor 2 on or off. I used the 2 Curves inside Controller A1, and set them so that they are both 16 steps which are set to “Random” mode, as follows:

Curve 1: Step 1 – 0; Step 2 – 100; Step 4 – 0; Step 5 – 100, and so on. . .

Curve 2: Step 1 – 100; Step 2 – 0; Step 4 – 100; Step 5 – 0, and so on. . .

Then I sent Curve 1 into CV 3 input on the first Thor Sequence, and Curve 2 into CV3 on the second Thor Sequence. In these Thor sequencers (1 and 2), set the following lines into the last 2 lines on the MBRS (the ones with 2 scalers):

The MBRS for the first Thor Step Sequencer
The MBRS for the first Thor Step Sequencer
The step sequencer on the "Controller A1" Thor, which uses both curves set in opposition to each other to control the 2 Thor step sequencers underneath it.
The step sequencer on the "Controller A1" Thor, which uses both curves set in opposition to each other to control the 2 Thor step sequencers underneath it.

So this creates the “Thor 32-step Random Sequencer” patch found in the project files at the top of this article. If you duplicate this same setup for the next two sequences (Sequence 3 & 4), controlled by “Controller A2,” you end up with one level tackled. Our next step is to figure out how to extend this to 64 steps. So let’s try doing that now.

You would think that using this same idea one level higher would yield the same results. What you find out instead is that this trick can only be used once. As soon as you use the double Curve trick one level higher (“Controller A”) to control the level below (“Controller A1” and “Controller A2”), you end up with completely messed up CV values coming out of the system. Trust me: I tried. So what we need to do is find a new trick to select between the two “A1” and “A2” Controllers.

Enter the Mod Bus switcheroo! This time, we need to separate the merged note/gate outputs from Thor Sequence 1 & 2 and Thor Sequence 3 & 4 so that they both are on separate Spider Merger/Splitters. Then send the merged outputs from all 4 of those Spiders into the “Controller A” CV inputs 1-4. Be sure to keep track of what is going where, as shown below:

Note Merge 1 & 2 > into CV 1 input

Note Merge 3 & 4 > into CV 2 input

Gate Merge 1 & 2 > into CV 3 input

Gate Merge 3 & 4 > into CV 4 input

The routings to split the 2 sets of Thor sequencers into their own Spiders, and send the merge outputs into the "Controller A" CV inputs. The CV 1 & 2 outputs are sent to the Combinator Rotaries.
The routings to split the 2 sets of Thor sequencers into their own Spiders, and send the merge outputs into the "Controller A" CV inputs. The CV 1 & 2 outputs are sent to the Combinator Rotaries.

Then you setup the Thor “Controller A” MBRS as follows:

CV In1 : 0 > CV Out1

CV In2 : 0 > CV Out1

CV In3 : 0 > CV Out2

CV In4 : 0 > CV Out2

While you’re there, set up the steps on the Thor “Controller A” the same way you did with “Controller A1” and “Controller A2”:

Curve 1: Step 1 – 0; Step 2 – 100; Step 4 – 0; Step 5 – 100, and so on. . .

Curve 2: Step 1 – 100; Step 2 – 0; Step 4 – 100; Step 5 – 0, and so on. . .

The MBRS and Step Sequencer of the Thor "Controller A"
The MBRS and Step Sequencer of the Thor "Controller A"

In the Combinator Modulation Routing section, select “Controller A” and enter the following:

Rotary 3 > Mod 1 Dest Amount : 0 / 100

Rotary 4 > Mod 2 Dest Amount : 0 / 100

Rotary 3 > Mod 3 Dest Amount : 0 / 100

Rotary 4 > Mod 4 Dest Amount : 0 / 100

The Combinator Modulation Routing for "Controller A"
The Combinator Modulation Routing for "Controller A"

On the back of the rack, send the CV Output 1 & 2 from the Thor “Controller A” into the Combinator’s Rotary 1 & 2, respectively. Note: in the setup shown above, these CV outputs are split with a Spider “Note/Gate” splitter so that I could send the signal to two additional rotaries to visualize the CV values in the two DDL-1 devices, but you don’t need to do this. This is so that I could test out the CV and make sure the values output are indeed random and working properly.

Turn up the CV trim knobs to 127, and on the front of the Combinator, turn the rotaries to zero (0). And there we have it. a 64-step random sequencer. Of course, you have to use 2 Rotary CV sources on the Combinator, but if you have version 5, you can set this up on the new CV inputs, without giving up any rotaries. Take a look at the “Thor 64-step Random Sequencer” patch included in the project files at the top of this tutorial to see it in action.

Finally, to gain access to the next level (Master Controller), I have to concede that I cheated a bit. I used a Thor and called it “Doubler” which essentially doubles the CV values of all the Thor Step sequencers. Then I used a curve value to send a series of random steps set to either a value of zero (0) or 100. This was sent into the final CV input on all the step sequencers, and the following was entered into the MBRS of each Thor Step Sequencer (Sequencers 1-4):

CV In4 : 99 > S. Transp (Step Sequencer > Transpose)

This has the effect of extending the range of the four Thor Sequences from 0-64 to 0-127. Of course there may be a limitation when it comes to changing other parameters of the step sequencers, like Gate Length and Gate Duration, because you essentially have 1 step which acts for 2 outputs. For example, the Gate Length for step value “1” will also double for value “66.” So this system is not exactly perfect. But it’s the best I could come up with at the moment. Perhaps someone smarter than I could come up with a better solution. If so, I’m all ears and would love to hear it. Check out the “Thor 128-step Random Sequencer” patch in the project files at the top of this tutorial and you can see the finished version.

So there you have it. This solves the third and final hurdle. Checkmate and your move!

Moving Forward

In the next part of this series, I’ll try to explore a little more about how you could potentially use this type of setup. For right now, just have a look and see if you can improve upon this or create a better way to create a fully functional 128-step random sequencer.

As for the “Generative Music” concept, I think this could have some interesting potential. For right now, I’ll just leave off with another interesting “Generative” site that I found online which takes mathematical number sequences and converts them into music. You can listen to thousands of sequences all based on these math sequences. I thought it was interesting. Check it out here if you have a minute: http://oeis.org/play.html. The site is a little cludgy, as you have to copy the database integer sequence number into the “Play” page, but once you do, you can hear that database record as a MIDI file and choose the instrument that plays the sequence.

And here’s another site which generates music (MIDI files) from paintings: http://www.synestesia.fi/ Now there’s something original.


In conclusion, you can indeed insert some “Generative” elements into your Reason projects. Hopefully you won’t have to spend hours upon hours figuring out how to do it like the three of us did, and instead spend hours and hours coming up with your own “Generative” systems a la Brian Eno. More to come on this later. . .

In the meantime, send me your best “Generative” music ideas and let’s see where this concept will take us in Reason and Record. Peace out!

59 – Komplete Kongtrol (Part 2)

There is always more to be discussed where Kong is concerned, and here we’ll build upon the first article about Kong control and figure out a few enhancements and other off-kilter things we can do with the Kong device. So step inside and prepare yourself for the journey.

There is always more to be discussed where Kong is concerned, and here we’ll build upon the first article about Kong control and figure out a few enhancements and other off-kilter things we can do with the Kong device. So step inside and prepare yourself for the journey.

The project files for this article can be downloaded here: Komplete-Kongtrol-Part2. There are a few upgrades to the old files from Part 1, as well as an .rns file / Combinator file for the Note Repeating example, and an .rns / Kong patch to show how to create a pitched sample player across all 16 pads in Kong. Enjoy!

Expanding on the Previous “Thong” Patch

Previously, we created an 8-way control of Thor (and the Malstrom) filters. In this patch, we provided step by step control of each elements of the filters via the Kong pads. This time, we’ll switch things around a little so that we can add the ability to hold the pad down and the parameters “glide” upward or downward instead of stepping through each parameter’s 0-127 MIDI value. This allows you to more smoothly and quickly glide each parameter upward or downward. And the truth is that it’s a very simple implementation. Thanks goes once again to Sterioevo for his simple solution.

The idea is to go inside all the up/down Thor devices, and switch the Run Mode on the Step Sequencer from “Step” to “Repeat.” Once this is done, you can press and hold the pads to move the parameter smoothly upward or downward, as desired. The rate at which the parameter glides is determined by the “Rate” setting of the step sequencer. I found a rate of 1/16 – 1/64 is  a good setting.

Taking this approach a step further, I modified the patch by also allowing you to control the rate of all the step sequencers at once using the two free Kong pads. Pad 10 now decreases the rate and Pad 11 increases the rate. The rates are synced, and the Pitch Bend wheel is used to map the rate to the Thor devices. Finally, I added a new DDL-1 device to show the 21 different rates that can be selected. 18 on the DDL-1 = 1/16 rate on the Thor Step Sequencers.

In order to achieve a proper up / down switch for Pads 10 and 11, I had to change the notes in the Rate Up / Rate Down step sequencers and Rate Merge Spider trim pots as follows:

Rate Up Thor device: Step 1 note value = C4

Rate Down Thor device: Step 1 note value = C2

Rate Merge Spider Trim Pot Values = 88

These settings will ensure that the up / down pads properly switch between all Synced Rate values in the up / down Thor devices.

The "Thong 8-type Filter" patch updated with a new global rate control.
The "Thong 8-type Filter" patch updated with a new global rate control.

Note: I also updated the FM Pair patch from part 1 of this tutorial. However, since there were no pads available to control the rate, I mapped the rate control to Rotary 1. Furthermore, I added a sync control on button 1, so you can control the rate either synced or free-form, depending on whether the button is on or not. When off, the rate is synced. When on, the rate is free-form.

Note Repeating

There’s been a lot of people asking if Kong can provide “Note Repeat” functionality found on their pad controllers. It seems every week I get one or two questions on this issue. One person actually emailed me a Battery tutorial video to ask how this functionality can be replicated in Kong. After watching that video, I put together this patch to show how you could indeed apply the same concepts in Reason. It’s really not hard at all, but it does involve the use of 2 pads for each drum or sample sound (which, coincidentally, works out perfectly to replicate that Battery tutorial, as he only uses 8 drum sounds/pads). Here’s how it’s done:

  1. Ensure you have a main mixer set up in your Reason or Record document. Then create an empty Combinator, and inside the Combinator create a Kong device. The Kong device’s main audio output will be routed to the Combinator’s “From Devices” inputs.
  2. Click the “Show Drum and FX” button on Kong, which opens up the drum modules. on Drum Module 1, add a Synth Snare into the drum module. Copy and paste this snare into the next three drum modules.
  3. Open up the fifth drum module and add a “Synth Hi-Hat” into that drum module. Then copy the hi hat into the next 3 drum modules. You now have pads 1-4 with the same Snare Drum sound, and pads 5-6 with the same Hi-Hat sound.
  4. In order to stay true to the Battery video, change the pitch of each Snare Drum and Hi Hat in the following way:

    Snare (Drum Module 1) & Hi Hat (Drum Module 5): Pitch = 24

    Snare (Drum Module 2) & Hi Hat (Drum Module 6): Pitch = 12

    Snare (Drum Module 3) & Hi Hat (Drum Module 7): Pitch = 0

    Snare (Drum Module 4) & Hi Hat (Drum Module 8): Pitch = -12

    Note: I changed the pitch of each drum Module’s “Pitch” parameter, as opposed to the “Pitch Offset” located on the main Kong panel. I don’t think it really matters one way or the other which pitch parameter you end up adjusting to be honest.

  5. Holding down the shift Key, create a Thor device underneath Kong. Then completely initialize it by turning down all the polyphony settings, removing the Oscillator, Bypassing the filter, etc. In short, ensure it makes no sounds, since we’re only using the Thor Step Sequencer to generate our rolls. Label the Thor device “Snare 1.”
  6. In the Thor Step Sequencer, change the Run Mode to Repeat. Now flip it around to the back and send the Gate Output from Pad 9 to the “Gate In (Trig)” of the Thor device (you’ll need to expand Thor fully to access the Step Sequencer CV inputs and outputs.
  7. Next, send the Gate / Velocity CV output from Thor to the Gate Input on Pad 1 in Kong. With this setup, you can use Pad 1 to trigger a 1-shot for the Snare drum, and Pad 9 to trigger a roll for as long as your finger is pressing the Pad (this is your “Note Repeat” functionality).

    The Gate in / out CV cables from Kong into the Thor. Pad 9 triggers the step sequencer to start, and the Gate output is sent to Pad 1 to start the roll of the Kong drum.
    The Gate in / out CV cables from Kong into the Thor. Pad 9 triggers the step sequencer to start, and the Gate output is sent to Pad 1 to start the roll of the Kong drum.
  8. Repeat this process by duplicating the Thor device 7 more times, and route it to the other pads in sequence. Pads 9-12 become the Snare Rolls (or Snare Note Repeat), and Pads 13-16 become the Hi-Hat Rolls (or Hi Hat Note Repeat).
  9. Finally, we want to provide a way to speed up or slow down the rolls. This can be achieved quite easily by mapping all the Thor devices’ Step Sequencer rate to a Combinator knob. Open up the Combinator programmer, select the first Snare 1 Thor device, and enter the following line in the Modulation Routing section:

    Rotary 1 > Synced Rate : 0 / 20

  10. Now enter this line for all the Thor devices so that the Rotary will globally change the speed or Rate of your drum rolls when you press pads 9-16. You can now create a pitched roll going from a high pitch to a low pitch by playing from pads 9 > 10 > 11 > 12 for the Snare, or pads 13 > 14 > 15 > 16 for the Hi Hat. If you want the rolls slower, turn Rotary 1 to the left. If you want them faster, turn Rotary 1 to the right.
Setting up the Combinator's Rotary 1 to control the rate of the Drum Rolls.
Setting up the Combinator's Rotary 1 to control the rate of the Drum Rolls.

Note: You don’t have to use a “Synced Rate” necessarily. Try letting the rate go freeform for speeds that are outside the normal synced tempo pace of the song. To do this, you’ll need to turn off the “Sync” button in all the Thor Step Sequencers and then change the Combinator Modulation Routing for all the Thors from “Synced Rate” to “Free Rate.” This can produce some chaotic results which might work better, depending on the type of beats you want to lay down on your track.

The Kong Drum Roll Setup.
The Kong Drum Roll Setup.

Pitching for any Sample or Sound (the Akai MPC “16 Level” function)

One other little trick that many people have asked about is the ability to take one sample and spread the pitch out across the 16 pads in Kong (Pitching it up or down). This, too, is an easy thing to setup, but it might not be that obvious at first. This is because on most pad controllers (like the Maschine, for example), you select the sample, press a button, and the sample is layered on all pads at different pitches. Kong is different. You can’t select one sample and hit a button and have that sample pitched across all the pads. Instead you have to select a sample, copy it across all the drum modules, and then pitch the sample differently in each drum module. Once done, you have your setup and can save it. If you think of it as a template, you can go back in and switch out the samples, and save a new version of the Kong device. Then you can create a library of pitched sample devices for any and all of your sounds. 1 Kong per sample.

I provided a hint to how these pitch changes can be made up above when I was discussing the “Note Repeat” function. This is what I’m going to call the “Easy way.” This time, however, we’ll use a sample; pitching it up and down across the entire 16 pads. Here’s how you set it up:

Pitching a Sample across 16 Kong Pads — The “Easy” Way

  1. Create a Mixer and then a Kong device (doesn’t have to be inside a Combinator).
  2. Click the “Show Drum and FX” button to open it up to the first drum module. Click the Drum Module drop-down arrow and select “NN-Nano Sampler.” Click the “Browse Sample” button and load up a sample of yours or a sample from the Factory Sound Bank.
  3. Right-click and select “Copy Drum Patch” (Ctrl+C) and then select Drum Module 2 by pressing Pad 2, and then right-click over the drum module area and select “Paste Drum Patch” (Ctrl+V). Do this for all 16 Drum Modules so that you have the same sample across all 16 pads.
  4. Now for each drum module, change the “Pitch Offset” parameter found on the main Kong panel. Since this parameter can go from -120 to +120 (range of 240), you can divide this up into increments of 15 or 16 roughly (240 / 16 = 15). So on Pad 1, change the Pitch Offset to -120, on Pad 2, change the Pitch Offset to -105, on Pad 3, change the Pitch Offset to -90, etc. all the way up to Pad 16.

Now you can play the sample back and have its pitch spread across all the Kong pads.

The front of the Kong device with the same sample copied into all drum modules and the pitch varied across all 16 pads.
The front of the Kong device with the same sample copied into all drum modules and the pitch varied across all 16 pads.

Pitching a Sample across 16 Kong Pads — The “Alternative” way

The hard way involves creating an up / down set of pads for the Pitch parameter in Kong and then loading the same sample into Pads 1-14. By now you should be familiar with how to set this up if you read the first part to my Komplete Kongtrol article here. So I shouldn’t have to repeat this setup here. But just note that this is another way you could set things up in Reason. The benefit to this type of setup is that you can control multiple samples at once (up to 14) with a global pitch up / pitch down set of pads. It all depends on what you want to accomplish.

Any thoughts on these Kongtrolling methods?

58 – Taking Komplete Kongtrol

This tutorial should prove a little enlightening for those that only think of Kong as a basic drum module. Here we’re going to twist it into the ultimate controller for everything under the sun. For starters, I’ll show how Kong can control 8 filters at once, and then I’ll move on to use Kong to control the FM Pair Oscillator in Thor. Using some of these methods, you’ll be able to control pretty much anything in Reason or Record with Kong; moving traditional device control from a basic keyboard to a Pad controller.

This tutorial should prove a little enlightening for those that only think of Kong as a basic drum module. Here we’re going to twist it into the ultimate controller for everything under the sun. For starters, I’ll show how Kong can control 8 filters at once, and then I’ll move on to use Kong to control the FM Pair Oscillator in Thor. Using some of these methods, you’ll be able to control pretty much anything in Reason or Record with Kong; moving traditional device control from a basic keyboard to a Pad controller.

Sound exciting? I thought so.

You can download the project files here: Taking-Komplete-Kongtrol. This file contains 2 .rns and 2 .cmb files that are outlined below. Both require Reason 5 or Record 1.5 due to the fact that it uses the new Kong device and new CV inputs on the back of the Combinator. There is also a “Volume Control” example .rns file for you to get your feet wet.

Note also that I’ll be unplugged until next Thursday April 15th, so don’t take it personally if I don’t respond to questions until that time. Some times you just have to unplug from things for a bit. But feel free to leave me a little love. I promise to get to all your comments or questions when I jump back online. Have a great week! 🙂

A Little Background

When I was working on my mammoth “Key Flux FX Processor” patch I got a post on the Propellerhead User Forum from someone who jokingly said “what’s next? A Kong controlling Thor? A Thong?” After I stopped laughing and rolling around on the floor, I thought about it for a minute and said “well why not?” And that was the start to this tutorial here. I decided I wanted to try to control Thor with Kong. Whether or not this is practical is for you all to decide. For my part, I can see this being a new fun way to play around with the devices inside Reason.

Understanding the Kong Control Concepts

There are two main concepts that I’d like to outline here. The first is the idea of using the Pads in Kong as an up / down selector switch to transpose MIDI values up or down. The other is the idea of visualizing these changes in Reason, since visualization in Reason (and Kong especially) is somewhat limited.

The first concept was opened up to me by Ed Bauman of EditEd4TV fame. In the midst of his working on recovers for his 80’s band, I asked him to help me figure out how to transpose from one octave to the next using the Kong pads. This helped me set up the Kong Piano Roll Keyboard (again, that was explored in another article). So credit where credit is due. Without his help on that project, I couldn’t have figured out some of these tangential concepts to control other parameters with the Kong pads.

The concept works like this: Using one pad in Kong for the upward movement and one pad for the downward movement, you use the Thor Step Sequencer “Note Transpose” function to manipulate a device parameter that goes from 0 – 127 MIDI value. Each time the up or down pad is pressed, it transposes the value by an increment of “1.” For example, you can go from 64 to 65 to 66 to 67 and so on, using the “Up” pad. Since Reason allows you to interchange CV values (using Note CV for Gate or Gate CV for Note), this isn’t difficult to accomplish.

Here’s the basic setup to control the Volume of a Channel in the Mixer (just as an example):

  1. Open up Reason with a Main Mixer. Then create a Combinator with a 14:2 Mixer.  Underneath that, create a sound generating device (for simplicity’s sake, create a Subtractor and load up your favorite Sub patch). But note that this can be any device you like. Underneath that, create a Matrix and add a pattern in, so that it is playing the Subtractor.
  2. Now holding the Shift key, create a Kong device. Still holding Shift, create a Thor device and call it “Vol Up.” Completely initialize the Thor device by pulling down all the parameters, removing the Oscillator and Filter, and turning everything to 0 (zero). Also while we’re at it, pull down the level of the Channel on the Mixer where the Subtractor is connected to 0 (zero).
  3. Open up the Thor programmer, and in the Step Sequencer set the Run Mode to “Step,” Step Count to “1,” and set the first step’s note to “D3.” In the Modulation Bus Routing System (MBRS), set up the following 2 lines in the first 2 slots:

    Seq. Note : 100 > S. Transp (Step Sequencer Note : 100 > Step Sequencer Transpose)

    Seq. Note : 100 > CV Out1

  4. Duplicate the “Vol Up” Thor device and rename it “Vol Down.” Then go into this Thor’s Step Sequencer and change the note value of step 1 to “A#2.”

    The MBRS settings for the "Vol Up" Thor device.
    The MBRS / Step Sequencer settings for the "Vol Up" Thor device.
  5. Next, holding the Shift key down, create a Spider CV Merger/Splitter at the bottom of the Combinator rack and name it “Vol Merge.” Now it’s time to route everything up.
  6. Flip the rack around to the back, and on the Combinator’s 14:2 Mixer, turn the Subtractor channel’s level trim knob up to 127. Then connect the Merged output from the “Vol Merge” Spider to the Level CV input on the Mixer channel.
  7. Connect the Kong’s pad 1 “Gate Out” CV to the “Gate In (Trig)” CV input on the “Vol Down” Thor. Also connect Kong’s pad 5 “Gate Out” CV to the “Gate In (Trig)” CV input on the “Vol Up” Thor.
  8. Connect the CV 1 Modulation Output from the “Vol Up” Thor to the “Vol Merge” Spider’s Merge Input 1. Also connect the CV 1 Modulation Output from the “Vol Down” Thor to the “Vol Merge” Spider’s Merge Input 2. Set both trim knobs to a value of “84.” That’s the magic CV number that makes things happen correctly.

    The CV routing for the Up / Down Volume Control using the Kong Pads
    The CV routing for the Up / Down Volume Control using the Kong Pads
  9. Flip the rack to the front again, and label Pad 1 in Kong “Vol Down” and Pad 5 “Vol Up.” Now play your device by pressing “Play” on the Transport and you’ll hear the volume at level 64. Press Pad 5 about 10-15 times and you’ll start hearing the volume rising. Press Pad 1 and the volume drops. You’ve now set up Kong to act as your up / down fader for the volume of your Subtractor device.

Visualizing the Kong Volume Control

Since there’s no visualization in Kong, it’s hard for us to track where the volume is located for the Subtractor. Here’s one way to do it using the DDL-1 device. Note that this trick is curtosy of Sterioevo, and I can’t thank him enough for showing it to me. See the comments to my previous “Kong FX Chain Builder” tutorial for more information on the ins and outs of this visualizing method.

  1. Building on our previous volume level control, hold Shift down and create a DDL-1 device underneath your Kong device. Label it “Volume Viz” or something like that. Also change the Unit to “MS” for Milliseconds.
  2. Open up the Combinator programmer, select the “Volume Viz” device, and in the Modulation Routing area, set up the following line:

    CV In 1 > Delay Time (MS) : 1 / 127

  3. This sets up the CV 1 input on the combinator to change the display of the DDL-1 to show values between 1 and 127.
  4. Now we just need to send the same CV merged signal to also send a value to the CV 1 input on the Combinator, so flip the rack around to the back, and move the CV merged output to one of the A split outputs. Then connect the Merged output to the Split A input on the same “Vol Merge” Spider.
  5. Finally, send another A split output to the Combinator’s new CV 1 input and turn its trim knob all the way to 127.
The DDL-1 used as a visualizer for the Volume setting
The DDL-1 used as a visualizer for the Volume setting

You’re all set. Now when you flip to the front of the rack and start pressing the volume pads, you’ll see the value update in the DDL-1 device. I know, it’s pretty sweet. You now have visualization of your volume setting.

A Look at the “Thong 8-Type Filter FX Processor” Combinator

So to answer the question about controlling Thor with the Kong device, I set up 2 patches. The first one is the “Thong 8-Type Filter FX Processor” which can be used as an insert effect on any sound you like. This patch allows you to switch between 8 different filter types and control them all via the Kong pad interface. Here’s a rundown of the pad assignments. Note: You do not want to use any of the Combinator parameters, since all the CV for the Rotaries, as well as the Mod Wheel was used to create the pad assignments and visualization. So simply create a track for the Kong device in the Combinator, and use that track as your control.

Note: I made all the up / down switches bipolar so that everything starts out with a value of 64. This is because each pad press only moves up one midi value, and if you started out at 0 (zero), you’d have a long way to go to get higher up on the register. Starting out at the middle makes working with the up / down pads a lot easier IMHO.

  • Pads 5 & 1: Controls the Frequency of all filter at once. Pad 5 moves the filter frequency up and Pad 1 moves the filter frequency down. These two pads together act as the frequency rotary control. Visualization for the Frequency setting can be seen on the “Freq Viz” DDL-1 device located just below the Kong device.
  • Pads 6 & 2: Controls the Resonance of all filters at once. Pad 6 moves the resonance up, and Pad 2 moves the resonance down. These two pads together act as the resonance rotary control. Visualization for the Resonance setting can be seen on the “Res Viz” DDL-1 device located just below the Kong device.
  • Pads 7 & 3: Controls the Drive of all filters at once. Pad 7 moves the drive up, and Pad 3 moves the drive down. These two pads together act as the drive slider control. Visualization for the Drive setting can be seen on the “Drive Viz” DDL-1 device located just below the Kong device.
  • Pads 8 & 4: Controls the LPHP parameter of the “Notch” and “Peak” filters, as well as the Gender parameter of the “Formant” filter. Pad 8 moves the LPHP and Gender parameters up, while Pad 4 moves the LPHP and Gender parameters down. These two pads together act as the LPHP and Gender rotary controls. Note that the filter must be set to “Notch,” “Peak,” or “Formant” for you to hear the effects of these two pads. Visualization for the LPHP/Gdr setting can be seen on the “LPHP/Gdr Viz” DDL-1 device located just below the Kong device.
  • Pads 13 & 9: Controls the Envelope Amount of all filters at once. Pad 13 moves the envelope amount up, while Pad 9 moves the envelope amount down. Together, these two pads act as the envelope amount rotary. Note: To turn off the envelope entirely, reduce the envelope amount to 0 (zero) using the “Env Down” Pad (Pad 9). If you wish to insert your own pattern sequence to control the envelopes, change the pattern sequence in the Thor Filter device’s Step Sequencer. Each Thor Filter device Step sequencer controls the corresponding filter envelope, except for the “Peak” Thor Filter, which controls both the “Peak” Thor and “AM” Malstrom filters. Visualization for the Envelope Amount setting can be seen on the “Env Amt Viz” DDL-1 device located just below the Kong device.
  • Pad 14: Controls whether the Filter Envelope is turned on or off for all filters. Visualization for this pad can be seen on the fourth band of the “Filter Type Viz” BV512 Vocoder device.
  • Pad 12: Controls whether the “Comb” filter is set to plus (+) or minus (-). Visualization for this pad can be seen on the third band of the “Filter Type Viz” BV512 Vocoder device. Note that this is a very specific setting, and the filter type must be set to “Comb” in order for you to hear anything.
  • Pad 15: Controls which filter is heard. Visualization for the Filter Type setting can be seen on the first band of the “Filter Type Viz” BV512 Vocoder device.  Selections can be one of the following 8 different filter types:
  1. LP (Thor Low Pass Ladder Filter)
  2. HP (Thor State Variable Filter – High Pass mode)
  3. Comb (Thor Comb Filter)
  4. Formant (Thor Formant Filter)
  5. BP (Thor State Variable Filter – Band Pass mode)
  6. Notch (Thor State Variable Filter – Notch mode)
  7. Peak (Thor State Variable Filter – Peak mode)
  8. AM (Malstrom AM Filters – both Filter A and B are set exactly the same way when controlling this filter).
  • Pad 16: Filter / Bypass. This provides you with a quick way to switch between the Filtered sound and the non-filtered sound. Think of this as a Wet / Dry switch.

A Look at the “Oscillator Kongtrol – FM Pair” Combinator

The second patch is a Kong controlling an Oscillator inside Thor. To start things off easy, I decided to control the FM Pair Oscillator. Again, I made all the up / down switches bipolar so that everything starts out with a value of 64. This is because each pad press only moves up one midi value, and if you started out at 0 (zero), you’d have a long way to go to get higher up on the register. Starting out at the middle makes working with the up / down pads a lot easier IMHO.

The FM Pair Oscillator control has at least one interesting twist. Since controlling the Carrier / Modulator pair is unlike controlling a MIDI value of 0 – 127, we need to figure out the proper settings to control a MIDI value of 1 – 32. This is done by going into the Up / Down Thor devices and changing the note values of the first step to the following:

“Up” Thor device: G#3

“Down” Thor device: E2

Once this is updated, you can control parameters that have 32 options. This does not only mean the FM Pair Carrier and Modulator, but also the Matrix pattern devices, or Thor’s Wavetable Oscillator “Table” selection. Anything with 32 MIDI values can now be controlled and stepped through one at a time in Kong.

Here’s a rundown of the pad assignments. Note: You do not want to use any of the Combinator parameters, since all the CV for the Rotaries, as well as the Mod Wheel was used to create the pad assignments and visualization. So simply create a track for the Kong device in the Combinator, and use that track as your control.

  • Pads 5 & 1: Controls the Pitch of the Oscillator. Pad 5 moves the pitch up and Pad 1 moves the pitch down. Visualization for the Pitch setting can be seen on the “Pitch Viz” DDL-1 device located just below the Kong device.
  • Pads 6 & 2: Controls the FM Parameter of the Oscillator. Pad 6 moves the fm up and Pad 2 moves the fm down. Visualization for the fm setting can be seen on the “FM Viz” DDL-1 device located just below the Kong device.
  • Pads 7 & 3: Controls the Carrier setting of the Oscillator. Pad 6 moves the carrier setting up and Pad 2 moves the carrier setting down. Visualization for the carrier setting can be seen on the “Carrier Viz” DDL-1 device located just below the Kong device.
  • Pads 8 & 4: Controls the Modulation setting of the Oscillator. Pad 6 moves the Modulation setting up and Pad 2 moves the modulation setting down. Visualization for the mod setting can be seen on the “Mod Viz” DDL-1 device located just below the Kong device.
  • Pads 13 & 9: Controls the Amp Envelope’s “Attack.” Pad 13 moves the Attack setting up (slower attack) and Pad 9 moves the attack down (faster attack). Visualization for the envelope’s attack can be seen on the first and second band of the “Amp Vizualize” BV512 Vocoder device, located just below the 4 DDL-1 devices. The first band shows the upward setting, and the second band shows the downward setting (much easier to see when you are actually using the Kong controller – so download the patch and try it out).
  • Pads 14 & 10: Controls the Amp Envelope’s “Decay.” Pad 14 moves the Decay setting up (longer decay) and Pad 10 moves the decay down (shorter decay). Visualization for the envelope’s decay can be seen on the third and fourth bands of the “Amp Vizualize” BV512 Vocoder device, located just below the 4 DDL-1 devices. The third band shows the upward setting, and the fourth band shows the downward setting.
  • Pads 15 & 11: Controls the Amp Envelope’s “Release.” Pad 15 moves the Release setting up (longer release) and Pad 11 moves the release down (shorter release). Visualization for the envelope’s release can be seen on the fifth and sixth bands of the “Amp Vizualize” BV512 Vocoder device, located just below the 4 DDL-1 devices. The fifth band shows the upward setting, and the sixth band shows the downward setting.
  • Pads 16 & 12: Controls the Panning of the sound. Pad 16 moves the panning left, while Pad 12 moves the panning right. Visualization for the panning can be seen on the seventh and eighth bands of the “Amp Vizualize” BV512 Vocoder device, located just below the 4 DDL-1 devices. The seventh band shows the leftward setting, and the eighth band shows the rightward setting.

Where can you go from Here?

Sometimes it’s the smallest concepts that can lead to the biggest revelations; opening doors to new ideas and solutions. This is definitely one of those cases. Using these simple ideas, you can now control virtually every possible parameter in Reason via the Kong Pads. These are just two types of control devices I built here. But there’s nothing stopping you from building a Reverb Kong controller (ReKong 7001?), or a DDL-1 controlled by Kong (DDKong-2?). And there’s nothing stopping you from building a controller that allows you to combine Oscillators or Filters or any number of things together that can be triggered by Kong pads. Just use your imagination and come up with some cool ways to take your pad controlling to new heights. This is just the tip of the iceberg. Where you go from here is all up to your patience and ambition.

Any thoughts?

57 – Kong FX Chain Builder

In this tutorial I’m going to show you how to create a flexible FX chain that has 8 stops along the chain, and at each of these stops, allows you to select from 1 of 6 different FX devices. This means you have a total of 48 different FX devices to select from in the chain, and the possible permutations of all these FX are 8×7 possible FX combinations, which amounts to 40,320 possible FX chain permutations.

In this tutorial I’m going to show you how to create a flexible FX chain that has 8 stops along the chain, and at each of these stops, allows you to select from 1 of 6 different FX devices. This means you have a total of 48 different FX devices to select from in the chain, and the possible permutations of all these FX are 8×7 possible FX combinations, which amounts to 40,320 possible FX chain permutations. Don’t believe me? Go here: http://www.vpgenius.com/tools/combin.aspx. That’s a hell of a lot of possibilities. Now change the order of your FX chains, and you end up with double, triple and even more possibilities. So let’s see how it’s all done.

You can download the project files here: Kong-FX-Chain-Builders. The file contains 3 different FX chain combinators that are outlined below. The effects in each chain are the same. The only difference is that they each present the chain in a different order. You can take this idea and build any number of effects chains in any order you wish to combine both “Serial” and “Parallel” processing of your audio signal through various FX that you create in Reason. It’s all only limited by your own imagination.

Introducing the “Kong FX Chain Builder” Patch

The beauty of this type of system lies also in the fact that you can combine a “Serial” and “Parallel” audio system together. So when I was working on my “Key Flux FX Processor” in project number 56 here on my site, I introduced the notion of a Parallel system, whereby the same audio was sent through many different FX chains and then sent out to the soundcard. In this tutorial, I’m going to introduce the idea of a Serial FX system, and merge it with a Parallel FX system so that you get much more flexible audio routing and audio possibilities.

The main controls for the Kong FX Chain Builder (and Combinator Controls)
The main controls for the Kong FX Chain Builder (and Combinator Controls)

The idea is pretty simple. First you have a set of FX in a chain, as follows:

Filter > Delay > Distortion > Chorus > Phaser > Delay 2 > Filter 2 > Reverb

Now, each of these “stops” along the chain also has 7 different selectable FX sound possibilities, as follows:

Filter>

(Pad 1)

Delay>

(Pad 2)

Distortion>

(Pad 3)

Chorus>

(Pad 4)

Phaser>

(Pad 5)

Delay2>

(Pad 6)

Filter2>

(Pad 7)

Reverb>

(Pad 8 )

FX 1 FX 1 FX 1 FX 1 FX 1 FX 1 FX 1 FX 1
FX 2 FX 2 FX 2 FX 2 FX 2 FX 2 FX 2 FX 2
FX 3 FX 3 FX 3 FX 3 FX 3 FX 3 FX 3 FX 3
FX 4 FX 4 FX 4 FX 4 FX 4 FX 4 FX 4 FX 4
FX 5 FX 5 FX 5 FX 5 FX 5 FX 5 FX 5 FX 5
FX 6 FX 6 FX 6 FX 6 FX 6 FX 6 FX 6 FX 6
Dry Audio Dry Audio Dry Audio Dry Audio Dry Audio Dry Audio Dry Audio Dry Audio

 

The Dry audio is there so that you have a selection that sets things back to being the original audio, like a pass-through. Using this table you can come up with an amazingly large array of different sounds by mixing and matching the different FX together. You can, for instance, create the following:

Filter >

(Pad 1)

Delay >

(Pad 2)

Distortion >

(Pad 3)

Chorus >

(Pad 4)

Phaser >

(Pad 5)

Delay 2 >

(Pad 6)

Filter 2 >

(Pad 7)

Reverb >

(Pad 8 )

FX 1 FX 1 FX 1 FX 1 FX 1 FX 1 FX 1 FX 1
FX 2 FX 2 FX 2 FX 2 FX 2 FX 2 FX 2 FX 2
FX 3 FX 3 FX 3 FX 3 FX 3 FX 3 FX 3 FX 3
FX 4 FX 4 FX 4 FX 4 FX 4 FX 4 FX 4 FX 4
FX 5 FX 5 FX 5 FX 5 FX 5 FX 5 FX 5 FX 5
FX 6 FX 6 FX 6 FX 6 FX 6 FX 6 FX 6 FX 6
Dry Audio Dry Audio Dry Audio Dry Audio Dry Audio Dry Audio Dry Audio Dry Audio

 

And that is just one example.

Switching the Order of Effects in the Chain

The Kong FX Chain builder from the back of the rack
The Kong FX Chain builder from the back of the rack

Now I know some of you are going to say, “well why can’t I switch the order of the FX chain?” So instead of having the Filter come before the Delay, how about switching it so that the Filter comes after the delay. And to that I’ll say that Reason is not the easiest software to work with when it comes to making routing decisions such as these and building it into a single setup is very difficult. But thankfully it’s pretty easy to build multiple instances of the Combinator to come up with any FX chain order you like. The trick is to flip to the back of the rack and change the following:

  1. The order of the “Gate Out” CVs from the first 8 Kong Pads
  2. The order of the 14:2 Submixers and their associated splitters. The signal flow goes from the “To Devices” of the Combinator into the first Effect’s splitter. Then the 14:2 Submix main output of the first effect goes into the second effect’s splitter. And so on down the chain, until the final output goes into the Pan splitter device. The Pan also has a bank of different “Global” LFO Panning selections. This can be selected on Pad 15.

So anyway, this just shows you that with a little thought, you can create a variety of FX of your own and route them in a serial way. Then use the “Parallel” processing idea to create multiple effects at each stop in the chain. Simple enough right?

Here are the other 2 effect chains I came up with. Feel free to create your own based on variations that work for you. You can either change the routing scheme as I outlined above, or you can change the actual effects at each stop. As you can see, you don’t even need to have all the FX in play within the chain. You can keep any part of the chain set to “Dry Audio” so that it will not be affecting the chain at all. This means you can make your chain simple with only 1 effect in play, all 8 in play, or any amount in between. Here are the other two effect chains I put together:

Delay > Filter > Phaser > Delay 2 > Chorus > Filter 2 > Reverb > Distortion

Phaser > Chorus > Filter > Reverb > Distortion > Delay > Delay 2 > Filter 2

Working with the “Kong FX Chain Builder”

There are 2 components to working with the Kong FX Chain Builder: 1. The Combinator and 2. The Kong device. Both work together to create your FX chain. You can also use them “Live” and play the different effects out on the pads in real-time, or else build them up in the studio until you find a combination of effects that works for your sound, and then just leave this setting as it is (or save it for future recall).

I’ll start off with the Kong device. Note that if you want to fully utilize the device, you should create a track for it in Reason or Record’s Main Sequencer. This way, you can not only play the Kong device, but also record your Kong pad changes over time. And you can also lock your pad control surface to the Kong device and another controller to the Combinator; essentially controlling them both via 2 different controllers at the same time. So here are all the Kong pad settings:

  • Pads 1 to 8: These are the 8 stops in the FX chain going from Pad 1 > 2 > 3 > 4 > 5 > 6 > 7 > 8. In the original file I created (Kong FX Chain Builder A), this goes from Filter > Delay > Distortion > Chorus > Phaser > Delay 2 > Filter 2 > Reverb. The Pads act as a cycle, starting with a dry signal, then going through 6 different possible FX. The pad cycles through these 7 positions. So each time the pad is pressed, you’ll hear a new effect inserted into the chain.
  • Pads 9 and 10: Decay Down / Decay Up – These pads will shift the decay of all the Reverb effects upward or downward. So you need to have the Reverb effect turned on (in other words, you need to have one of the 6 Reverbs enabled; not the dry signal).
    Note that there is an upper and lower limit, which, when reached, will not go any further. However, the pad can continue to go upward or downward for a few more times. This means that if you push the decay all the way to zero, and still hit the “Decay Down” pad, it will continue to move downward. So it may take a few more Pad pushes on the “Decay Up” pad to get it back to a “zero” postion (until you start hearing the decay again). This is true of all the Up/Down pads.
  • Pads 11 and 12: Envelope Pattern Down / Envelope Pattern Up – These pads will shift the matrix pattern banks upward or downward. These curve patterns are used to “play” the envelope amount on all the filters in the system. Therefore, you need to have at least one filter turned on to hear anything. You also need to have the “Env Pattern On” button (button 2 on the Combinator) enabled. There are 25 patterns on each Matrix (from A1 to D1), for a total of 50 patterns from which to select (you need to use Button 4 on the Combinator to switch between Matrix A and Matrix B).
    Note that there is an upper and lower limit, which, when reached, will not go any further. However, the pad can continue to go upward or downward for a few more times. This means that if you push the patterns all the way down to A1 on the Matrix, and still hit the “Env Pat Down” pad, it will continue to move downward. So it may take a few more Pad pushes on the “Env Pat Up” pad to get it back to the “A1” postion (and get the patterns to start moving forward again). This is true of all the Up/Down pads.
  • Pads 13 and 14: Volume Down / Volume Up – These pads will shift the global volume upward or downward. Note that there is an upper and lower limit, which, when reached, will not go any further. However, the pad can continue to go upward or downward for a few more times. This means that if you push the volume all the way down to zero, and still hit the “Volume Down” pad, it will continue to move downward. So it may take a few more Pad pushes on the “Volume Up” pad to get it back to a “zero” postion (until you start hearing the volume again). This is true of all the Up/Down pads.
  • Pad 15: Panning. You can select from 6 different Auto-panning effects, which are global and affect the signal after it has gone through all 8 effect stops in the chain. There is also a seventh “dry” position, which is on by default. The Pad cycles through all 7 positions (6 “auto-panners” and 1 “dry” position).
  • Pad 16: FX / Bypass – this allows you to switch between hearing the effects chain or hearing the original “dry” signal.

The Combinator controls are outlined below:

  • Pitch Bend: Not assigned.
  • Mod Wheel: Controls the envelope amount on all the filters. This is used in conjunction with the Envelope patterns in both Matrixes that also control the envelope amount. In other words, you can use the Mod Wheel to scale the envelope amount, and therefore, how much the envelope is affected by the patterns or not. If you wish to control the envelope amount without having any patterns control the envelope, disable button 3 on the Combinator, and then use the Mod Wheel, which will now be the only parameter affecting the amount of envelope applied to the filter(s).
    Note also that both the Mod Wheel and the Patterns affect all filter envelopes globally; both “Filter 1” and “Filter 2.” And of course, at least one filter needs to be added into the FX chain for you to hear the effect of the Mod Wheel or Patterns applied to the Filter Envelope amount.
  • Rotary 1: Filter 1 Frequency. Adjusts the Frequency of the first filter in the chain. All the filter selections for “Filter 1” are affected using this rotary, so that as long as you have one of the six filters enabled in the Filter 1 slot, the Frequency can be adjusted.
  • Rotary 2: Filter 1 Resonance. Adjusts the Resonance of the first filter in the chain. All the filter selections for “Filter 1” are affected using this rotary, so that as long as you have one of the six filters enabled in the Filter 1 slot, the Resonance can be adjusted.
  • Rotary 3: Filter 2 Frequency. Adjusts the Frequency of the second filter in the chain. All the filter selections for “Filter 2” are affected using this rotary, so that as long as you have one of the six filters enabled in the Filter 2 slot, the Frequency can be adjusted.
  • Rotary 4: Filter 2 Resonance. Adjusts the Resonance of the second filter in the chain. All the filter selections for “Filter 2” are affected using this rotary, so that as long as you have one of the six filters enabled in the Filter 2 slot, the Resonance can be adjusted.
  • Button 1: Not Assigned.
  • Button 2: Invert Envelope. This is a simple envelope invert button, and affects all filters in both the “Filter 1” and “Filter 2” slots in the FX chain.
  • Button 3: Envelope Pattern On. This turns on the envelope pattern Matrixes so that the curve pattern that is selected in Matrix A or B will affect the envelope amount of all Filters in both “Filter 1” and “Filter 2” slots in the FX chain. There are 2 parameters that both affect the Filter Envelope Amount: The pattern here, and the Mod Wheel. The higher you raise the Mod Wheel, the higher the Envelope amount. You can use a combination of the pattern and Mod Wheel to effectively “play” with the Filter Envelope Amount parameter. The reason I set it up this way is that you have ultimate control over the envelope amount. For example, you can turn off the pattern by keeping this button (button 3) disabled. Then use the Mod Wheel to scale the amount upward or leave it fully off (when the Mod Wheel is fully down). Or you can turn on the pattern and leave the mod wheel fully down to have the amount controlled solely by the pattern. Or use both in combination to play around with the envelope amount.
  • Button 4: Envelope Bank A / B. Selects between the two pattern banks (2 Matrixes) that affect the Envelope Amount parameter on all filters (read above for more information). There are 25 patterns on each Matrix (from A1 to D1), for a total of 50 patterns from which to select. Button four switches between the first 25 patterns on Matrix A (when the button is disabled) to the second set of 25 patterns on Matrix B (when the button is enabled).

Visualizing the active FX Chain

Sterioevo over at  Mute.Hate.Loud.Love was kind enough to provide two methods for visualizing the active effect chain (see the comments below this post for more info about this CV method). He used the Gate Length of the Thor Trigger devices to change the Modulation Level Bands of the BV512 Vocoder and the delay steps in the DDL delay devices to show visually which effect was enabled at each stop in the FX chain. So I updated the patches (just download the Project files again if you haven’t already) using his “Vocoder Visualization” method. You’ll now see a Vocoder under the main Kong device. This uses an 8-band setting to display the position of each effect on Pads 1-8 in the Kong device. This way you can visualize what’s going on as you play the pads. Very cool and handy little tool! Thanks Steve!

Visualizing the active FX chain using the Modulation Levels of the BV512 Vocoder
Visualizing the active FX chain using the Modulation Levels of the BV512 Vocoder

So what do you think of this combination of “Parallel” and “Serial” effects processing using Kong? Any other ideas come to mind on how these ideas can be used? I can envision setting both this and the “Key Flux FX Processor” ideas on the alternate devices. For example, you could set up the “Key Flux FX Processor” on Kong and you can probably set up the “FX Chain Builder” on a Combinator. The device is somewhat irrelevant. What matters is the concepts and what you want to accomplish. And as you can see, Reason can usually provide an avenue to make your systems come to life.

Until next time, hope you can make this work for you and use it in your own productions. If you do, drop me a line and let me see what you come up with. I’m always interested to see how others’ use my patches. Cheers for now.

56 – Key FluX FX Processor

One week, 300 + devices, enough cables to circle the earth at least once, and a massive caffeine-induced headache, here is my “Key Flux FX Processor.” If some of the other tutorials I’ve written have yet to melt your brain, then this might actually fit the bill. Here I created a massive chaotic Reason 5 FX processor. Each effect is triggered via Midi Key on the Combinator track.

If some of the other tutorials I’ve written have not yet melted your brain, then this might actually do it. It melted mine as I was creating it and I’m only just now recovering (and not in an EditEd4TV kind of way). Here, I’m going to delve into creation of a massive chaotic Reason 5 FX processor using a Combinator. And each Effect is going to be triggered via Midi Key on the Combinator track. It’s kind of like Ned Rush’s own Extreme FX Combinator (included in the NedFX refill), and Hydlide’s FX Triggering Combinator, but ummm…. yeah…. different.

So one week, 300 + devices, 84 FX chains, enough cables to circle the earth at least once, and a massive caffeine-induced headache, here is my “Key Flux FX Processor.” Ta-da!

You can download the whole thing here: Key-Flux-FX-Processors. This contains the Reason 5.0 .rns and Combinator file enclosed in a zip package. Note that this is for Reason 5 users only. There’s several Kongs and the CV inputs on the Combinator are used. If I have some time, I might put together a version for R4, but right now, this is what I’ve got. Note also that your CPU will take a hit. If you have an older computer, you may not even be able to open it or use it. So I’ve included 2 “Lite” Combinators which have 21 FX chains in each. Of course there should be nothing stopping you from building your own, and you should give that a try.

The “Key Flux FX Processor” Combinator

First off, a bit about the way the Combinator operates. It is just a massive chaotic Effects processor that can be added after any sound source in Reason. So open the .rns file and take a look inside. I have a Thor patch that is being played by a matrix. And then the sound is processed through the Combinator. That’s straightforward enough. But if you press “play” on the Transport, you’ll notice you don’t hear any sound. If you want to hear the original sound, just bypass the FX Combinator.

Assuming you want to play the sound through the FX, make sure the Combinator is NOT bypassed, and instead play any key from C-2 to B4. There are 84 different effects tied to the first 84 midi keys. So playing each key will process your sound differently. Fun right?

  • Key C-2 to F1: These keys play 42 different FX chains, depending on which key you press.
  • Key F#1 to B4: These keys play 42 additional FX chains, which are combinations of the first 42.
The Combinator Key Mapping and Modulation Routing section showing each key mapped to a Thor device.
The Combinator Key Mapping and Modulation Routing section showing each key mapped to a Thor device. The Mod 1 Scale Amount scales the velocity so that Button 1 can act as a Global Velocity Sensitivity on/off switch.

Taking this a step further, you can do many different things based on the parameters that are set up on the Combinator controls, and this is where things differ greatly with the way this patch operates and others, like Ned Rush’s very awesome patch. Here are the Combinator controls:

  • Pitch Bend: Not intentionally mapped to any device, but may still provide some variations. I haven’t really gone through the whole thing to see where it’s mapped. Just kind of left this one hanging.
  • Mod Wheel: Changes the randomization pattern. 32 patterns are mapped to the Mod Wheel, and the patterns will only be heard if you have button 2 (Run Randomly) enabled.
  • Rotary 1: Parameter 1 – This knob is mapped to one or two parameters inside each of the effects chains. So utilizing it will definitely affect your sound in some weird and quirky way, no matter which effect is being played. I would caution, however, not to turn the knob before first listening to each of the effects. All the effects were built to have their parameters exactly where they are. But if you want to mangle things even more, you can do so with this knob. If you ever want to reset it back to the original values, just reload the Combinator again (of course, make sure you don’t overwrite the original file by saving over it after you’ve changed this Rotary to a different position. If you do so, all bets are off and your parameter will be permanently changed. Make sense?)
  • Rotary 2: Parameter 2 – Same as Rotary 1, except this knob is mapped to one or two “different” parameters than Rotary 1. It is mapped to at least one or two parameters inside each of the effects chains. So utilizing it will definitely affect your sound in some weird and quirky way, no matter which effect is being played. I would caution, however, not to turn the knob before first listening to each of the effects. All the effects were built to have their parameters exactly where they are. But if you want to mangle things even more, you can do so with this knob. If you ever want to reset it back to the original values, just reload the Combinator again (of course, make sure you don’t overwrite the original file by saving over it after you’ve changed this Rotary to a different position. If you do so, all bets are off and your parameter will be permanently changed. Make sense?)
  • Rotary 3: Master Volume – This is the master volume for all the effects. Sometimes things can get a little loud due to all the effects running, and while I tried to make sure all the effects are somewhat leveled out so they are all somewhere around the same volume, you can control the overall global volume using this knob. Careful not to set it too high, unless you are going for something specific, because it can go all the way up to 127 midi volume.
  • Rotary 4: Beat Delay Time – Changes the Beat Repeater time from very short (turned more left) to very long (turned more right). Used in conjunction with Button 4. In other words, you need to first turn on the Beat repeater for this to do anything.
  • Button 1: Velocity On – Turns on / off the Velocity sensitivity on a global level. So if you enable this button, you will essentially make the volume of each effect you play via your midi keys sensitive to the velocity at which you strike the keys.
  • Button 2: Run Randomly – This will turn on the Random pattern generator which randomly plays the Combinator keys. If you wish to change the rate, you’ll have to go into the “Random” matrix inside the Combinator and switch the resolution on any or all of the Matrix patterns. But this provides a nice way to randomly play the various effects in the combinator (kind of a last minute thought to add that into the mix).
  • Button 3: Beat Steps / MS – Switches the beat repeater delays from Steps (off) to milliseconds (on). Used in conjunction with Button 4. In other words, you need to first turn on the Beat repeater for this to do anything.
  • Button 4: Beat Repeat – Turns on the global beat repeater, so that you can add a beat repeat effect after any of the FX chains you are playing.

How was it all Built?

The biggest issue with building this thing was mostly time. Time to figure out the effects, and time to piece everything together. But the main concepts behind it are actually very easy to understand, so I’ll try to guide you on the building blocks and let you take things from there.

First thing’s first. You need to build all your effects chains. The easiest way to do that involves starting with one Spider Audio/Merger and sending the “To Devices” cable of the Combinator into the splitter side of the Spider. Then you can create as many more Spiders as you need, and endlessly split the signal to create as many FX chains as you like. When you have finished building your first Effects chain, send the outgoing audio signal back into a channel on a 14:2 mixer.

Second, you need to create one Thor per key (this is mostly so that you can make everything velocity sensitive by toying with the Midi Velocity setting via the “Mod Bus > Destination Scale Amount” on the front panel of the Thor in the Modulation Bus Routing Section (MBRS). In the above Modulation Routing image of the Combinator, you’ll see that each Thor has the following line:

Button 1 > Mod 1 Scale Amount: 0 / 100

In the Thor, you need to enter the following in the MBRS:

Midi Gate : 100 > CV Out1 : 0 >  Midi Vel

So in the first image below, you’ll see what needs to be placed in the front Thor panel:

The front panel of Thor, showing the MBRS line. Each key triggering Thor needs to have this same line.
The front panel of Thor, showing the MBRS line. Each key triggering Thor needs to have this same line.

And in the image below,  you’ll see how the CV1 output from each Thor is sent to the level CV input of each FX chain channel on the 14:2 mixer. Note that the trim knob for each “level cv input” on the mixer is set to full (127).

One of the FX 14:2 Submixers showing the CV from each Thor is used to trigger the level of each FX chain.
One of the FX 14:2 Submixers showing the CV from each Thor is used to trigger the level of each FX chain.

Once you’ve got one chain built and run through your Mixer, you can have fun duplicating this setup and repeating the process 42 times to fill up 3 mixers of chains on each channel. Then you can have some fun reworking the chains by combining the chains. For example, what I did in the above was create a bank of 28 Audio Spider Splitters / Mergers. I then wired the 14 Audio inputs from the first FX Submixer through the first 14 Spiders (on the split side). I then sent one split from each back to the channels on the first FX Submixer, and another split over to the Merger side of the spiders. Then on the other 14 splitters, do the same for the second FX Submixer, only be sure to send one split back to the merger side of the first 14 Spiders. Finally, send the merged output of the first 14 Spiders back to a new FX submixer. Bingo! You now have a new (fourth FX Submixer) with 14 new effects that basically combine the FX output from FX Submixer 1 and 2. I repeated this process to create a fifth FX Submixer (combining FX submixer 2 & 3), and a sixth FX submixer (combining FX submixer 1 & 3). You could actually create crossover mixes as well, for example, combine channel 1 from submix 1 to channel 5 of submix 2, etc. etc. But I didn’t want to seem like a complete lunatic! I mean 84 keys should be enough to keep you happy for a long time. Or at least until next week and a new tutorial right?

Wait. . . does anyone actually read this? hmmmm.

Ok, well then here’s the videos showcasing the sounds and what you can do with this little puppy:

And here’s a video that shows you how to build your own FX processor with velocity-sensitivity (not the whole thing, that would be CRAZY man! And it would take me hours upon hours to show you. No, this just shows you how to start things off and get the ball rolling. It’s really not a difficult concept to grasp, and it’s mostly repetition and legwork:

So now you have a system which utilizes the first 84 keys. But there’s a few more ideas I built into this whole thing. For instance, you have the global beat repeater which affects all the sounds and can be manipulated by turning it on/off on button 4. You have a simple random player which you can turn on/off via button 2. And don’t forget that when the random player is on, you can use the mod wheel to switch between 32 different patterns. If you don’t like the patterns, you can go in and change them using the first Matrix at the top of the set of Combinator devices (labelled “Random”). You also have two knobs to mangle the FX parameters, and a simple volume control on rotary 3. I honestly can’t think of too much more to pack into this little science experiment.

If the Combinator breaks your CPU. . .

It seems that there’s a lot of people that can’t open the main Combinator or run it because the FX chains inside are too much for their CPU to handle. To deal with this, I broke up the file into 2 discreet Combinators that each have 21 FX chains inside them. This way you can load up half the original FX chains and run just the ones you want. Hopefully this means that more people can use the FX. All the files are available in the project files at the top of the page. The FX can be run via keys C1 to G#2. This way, you can create some random playing via the Matrix (which is actually already built in – but it just makes it easier to tack on a Matrix after the whole thing and start adding some patterns in there to play the FX chains). There are now 2 Combinators and 2 .rns files included in the project files: “Key Flux FX Processor (Lite – A)” and “Key Flux FX Processor (Lite – B).”

Note: I have since updated these patches so that they contain a “Bypass” ability. In other words, if you don’t play the keys, the original unprocessed sound can still be heard. Then when you press the keys to hear the effects, the original sound is cut and the affected sound is passed through. For more information on how this is done, as well as the updated version of these effect Combinators, visit my Effects Bypass Methods article.


Your thoughts?