Here are a few ways you can create some trippy and out-there sounds using the synths in Reason. I’ve had a lot of requests for these kinds of sound creations, so I thought I would throw a few ideas out there. These sounds provide you with three different patch ideas for three different Sci-Fi type sounds. Enjoy!
Here are a few ways you can create some trippy and out-there sounds using the synths in Reason. I’ve had a lot of requests for these kinds of sound creations, so I thought I would throw a few ideas out there.
Sure. This time around I’ll provide the patches found in this project here: weird-sci-fi-patches The file contains 2 Thor patches with 2 variations on the Sci-Fi sound, a Malstrom with an Alien voice, and a Subtractor ominous spacey patch. Enjoy!
First off, here’s an idea which uses the Noise Oscillator and a Multi-Oscillator to create some really weird sounds in Thor. The key features here are the use of the Bipulse Shaper and the Self-Oscillating filters. In this example, they are probably even a little more important than the actual Oscillators that you’re using. So here’s the video:
The second kind of other-worldly sound is brought to you by the Malstrom. In this case, I tried to create an Alien from outer space voice using the Electronik voice and the Jews Harp grains inside the Malstrom. As you’ll see, the Malstrom is exceptional for these kinds of crazy effects. You can have a field day tweaking knobs on here. The main focus should be on utilizing the Pitch knob, as well as all the other knobs to affect the Oscillators. In this way, you can mangle your audio beyond any human recognition. Makes for exactly what we need to build our Alien Voice. Here’s the video:
Now of course we shouldn’t forget the Subtractor in our quest to create some freaky sound effects. So let’s try giving it a whirl. This time I’m going to go for a more Ominous space sound, almost a Pad-like sound. This seems like it would be great as an intro for a huge and ominous scene and reminds me of when the Borg attacked the Enterprise in the feature-length movie: “Star Trek: First Contact.” Yes, I know. Major geek right? Well, anyway, this uses some FM for the deep bassy sound, and a low Octave Oscillator. From there, you just need to adjust the filter. One other interesting thing you could do is sweep the filter frequency from Closed to open and back again. The key of course is to experiment, experiment, and experiment some more!
So there you have it. A few different Sci-Fi sounds for you to jump into. There’s billions more sounds just waiting to be created. If these help as a starting off point for you, then great. Glad I could help. And if you have any comments, suggestions, tips or tricks, please let me know. It’s from your requests that I end up making these tutorials in the first place. So keep the requests coming. And Happy Reasoning!
In a previous tutorial I spoke about how you can create frequency-based FX and divide your FX, sending different delays or phasers or any combination of FX to different frequencies in your mix. This time we’re going to send those same FX to different locations in your mix: Front, Back, Left and Right. This way, we’ll create different FX for 4 different corners of your mix.
In a previous tutorial I spoke about how you can create frequency-based FX and divide your FX, sending different delays or phasers or any combination of FX to different frequencies in your mix. This time we’re going to send those same FX to different locations in your mix: Front, Back, Left and Right. This way, we’ll create different FX for 4 different corners of your mix.
The tutorial files can be downloaded here: 4-corner-spatial-fx This zip file contains 2 Combinators: 4-corner delay FX and 4-corner phaser FX.
Starting of creating the Front and Back sections
First, the video:
First, we’ll start in Reason, and start by opening a new document with all the usual suspects. Create a main mixer, and a sound source (an initialized Thor would do just fine).
Next, create a Combinator under the sound source. Inside the Combinator, hold down shift and create a Unison device (UN-16), Audio Merger/Splitter, 6:2 Line Mixer, Stereo Imager, RV7000, and for our FX device, let’s create a Phaser (PH-90).
Now holding shift down, select the Stereo Imager, RV7000, and PH-90 Phaser, then right click and select “Duplicate Devices and Tracks.”
Routing time (note that all the audio routings we’re going to create here are in Stereo pairs): Flip the rack around, and move the Thor Audio outputs into the Combinator Audio inputs. Send the Combinator outputs to Channel 1 on the main mixer. Send the Combinator To Devices outputs into the Unison inputs. Then send the Unison outputs to the Audio Splitter inputs. Send 1 split into the first Stereo Imager’s inputs (we’ll call this the Front Imager), and the second split into the second Stereo Imager’s inputs (we’ll call this the Back Imager).
Continuing with our routing, send the Imager outputs to the RV7000 Inputs (do this for both front and back imagers). Then send the RV7000 outputs to the Phaser inputs (both front and back). Then send the front and back Phaser outputs to Channels 1 and 3 on the 6:2 line mixer. Finally, send the Mixer’s master output to the “From Devices” inputs on the Combinator.
Flip the rack around to the front. Now it’s time to set up some parameters. On the Front Imager, send both the Lo and Hi bands fully Mono (fully left). On the Back Stereo Imager, send both the Lo and Hi bands fully Wide (fully right).
Open up the Remote Programmer on both the front and back RV7000 Reverbs. The Hall algorithms are the default and these are fine for now. On the front Reverb, reduce the size fully (to 13.2 m) and reduce the Global decay to around 50. Increase the HF Dampening to around 84. On the back Reverb increase the size fully (to 39.6 m) and increase the decay to around 98. Also leave the default HF Dampening at around 28. Finally, decrease the Dry/Wet knob on both reverbs to around 30-40 or thereabouts.
Open up the Combinator’s Programmer, select the 6:2 Line Mixer and enter these settings:
Rotary 1 > Channel 1 Level: 0/85
Rotary 3 > Channel 3 Level: 0/85
Now, the First Rotary controls the Front Mix, and the third Rotary controls the back mix. If you play your sound source through this FX Combinator, you’ll hear the front and back sounds by adjusting the Rotaries. But what makes things more interesting is if you apply different settings to your two Phaser devices. Even some subtle changes to the Frequency and Width parameters can provide a much more rich soundscape which makes even Thor’s initialized patch sound pretty interesting.
You can also leave things as they are, or you can move on and create two more spatial corners in our mix by adding both Left and Right panning. In this way, you create a 4-Corner FX split for Front Left, Front Right, Back Left, and Back Right.
Moving from side to side
Now, for the second part in the Video Series:
So let’s continue on our journey and create a split for left and right.
First thing we’ll have to do is hold the shift key down and create two other phasers; one next to the front phaser and another next to the back phaser. Then select the front RV7000 and holding shift down, create a Spider Audio Merger/Splitter. Do the same for the back by holding down the back RV7000 and creating another Spider Audio Merger/Splitter.
Flip to the back of the rack and let’s set up some new routings. Move the cables from the inputs on both Phasers and move these cables to their respective Spider Splitters (in the main Split). Then send one split to the Front Phaser 1 (let’s call this left) and send another split to the Front Phaser 2 (let’s call this right). Then send the outputs from the two new phasers to Channel 3 and 4 respectively.
Flip to the front of the rack and on the 6:2 Line Mixer set the panning for Channels 1 and 3 to about -22 (left) and Channels 2 and 4 to +22 (right). How far left or right you set the panning is really a matter of taste. With this all set up, the 6:2 Line Mixer will be set up as follows:
Channel 1: Front Left Phaser
Channel 2: Front Right Phaser
Channel 3: Back Left Phaser
Channel 4: Back Right Phaser
Open up the Combinator Programmer, and assign the 6:2 Line Mixer Channel 2 and Channel 4 to Rotary 2 and 4 respectively as follows:
Rotary 2 > Channel 2 Level: 0/85
Rotary 4 > Channel 4 Level: 0/85
Now you can provide labels for all 4 rotaries as follows:
Rotary 1: Front Left
Rotary 2: Front Right
Rotary 3: Back Left
Rotary 4: Back Right
And there you have it. A 4-corner mix with different FX for each corner. You don’t have to restrict yourself to Phasers. With some ingenuity you can assign any FX to any location, or any combination of FX to any of these 4 locations, and all of those with different parameters too. The only thing left is to adjust the Phasers to have different settings as you see fit.
Here’s a video showing you some of the things you can do to modulate the Phasers:
A few other notes:
The reason we set up a Unison device in front of the mix is because this ensures that the signal sent into both the imagers is in Stereo. This is needed for the Stereo Imager to function as it should. It won’t work with a Mono signal. It means that even if you use a Subtractor, for example (which is mono), it can still be sent into the Imagers and the Imagers can work their magic.
Using the Width / Mono setting on the Imager bands helps to create the illusion of front and back audio locations. Used in conjunction with the Reverbs, you can create some sophisticated positioning not only with your FX, but also audio of any kind. When you move towards Mono, the sound appears to come from the front of the mix. By widening the bands, the sound becomes more spread out and appears to come from the back.
Just as with the Imagers, changing the space size and decays on the Reverbs helps the illusion along. Smaller sizes and shorter decays means a tighter reverb space which appears as though the sound is closer. For the back Reverb, the opposite is in effect. By creating a wider space with a longer tail reverb, you end up with a sound that is pressed further back. Keeping the same algorithm type still binds the two reverb spaces together. However, there’s nothing preventing you from trying to use different algorithms altogether (for example, a Small Space reverb for the front and an Arena reverb for the back).
Ever look at those Escher drawings where the staircases keep looping back into themselves? They are impossible pictures. Well, the same can be achieved with sound. You can create some really weird effects by creating an impossible space. Try switching the Reverbs around but keeping the Imagers as they are. The Imagers will tell your ears that the sound should be coming from the front and back, but the reverbs will be telling you the reverse. It can be a disturbing effect. But in the virtual world, you can create these “Impossible” sounds easily. Try that one out.
As always I’d love to hear what you think? Show some love and drop me some feedback or any questions you might have. Until next time, good luck in all your musical endeavors.
In this project, I’m going to create a few Glitch Boxes, and show you some techniques to get a little more glitch out of Reason. Though Reason isn’t built to be a glitch plugin, there are several ways you can connect things up to get some glitch mayhem from the devices.
In this project, I’m going to create a few Glitch Boxes, and show you some techniques to get a little more glitch out of Reason. Though Reason isn’t built to be a glitch plugin, there are several ways you can connect things up to get some glitch mayhem from the devices. When you then combine them all, you can have yourself a field day playing around with the knobs, wheels and buttons and work them into your own compositions.
So here I’m going to provide 3 different Glitch Boxes (incidentally they are color-coded just for fun), and go over some of the techniques that I think make them unique. Before I start, let me point out that I’m not going to go through the process of creating the Combinators from start to finish. Rather, I’m going to use the technique I outlined in the “Creative Redrum” tutorial series, where I added 10 synths and used gate triggering from the redrum to play these synths. The synths are the main glitch sounds, and these can be anything you like. The point is how you can use those sounds inside the combinator, and how you can add stylistic effects to get more out of them.
So let’s start our glitch journey in Reason.
The file for this tutorial can be found here: Glitch Boxes. The zip file contains 3 Combinators inside an .RNS file, each of which is attached to a mixer. To hear one of the combinators, just mute the other ones on the mixer. They weren’t designed to be played together, however, this was the easiest way to provide them to you all at once. Feel free to save them as Combinator patches and/or use them as templates where you can add in your own sounds into each of the 10 different synths in each of the Combinators. Also, don’t forget that you’re not only getting access to 3 patches, but you’re getting access to 30 synth glitch sounds as well. Enjoy!
Glitch Box 1 (Blue – Thors)
This Glitch Box uses 10 Thors to generate 10 different Glitch sounds, which are triggered by the Redrum Sequencer. The Redrum in turn has 32 patterns which are 64 steps each for a maximum Glitch mayhem. The interesting part of this patch is the way the Auto-sequencer is setup. By pressing the fourth button on the Combinator, the Auto-Sequencer kicks in and takes control to provide a very random output. It’s very easy to set this up. You just need to create a few Matrixes, and then send the Curve (or Note or Gate) CV into the Combinator CV inputs to control the overall playback of the Combi, or else any one of the Rotaries or Pitch/Mod wheels.
The rest of the Combinator patch is similar to the Creative Redrums 2 and Creative Redrums 3 tutorials, so I’m not going to delve into that right now. Please feel free to read through those tutorial in order to get familiar with the methods used to put together these patches.
Here is a rundown of how this Combinator’s Rotaries and Buttons work:
Pitch Wheel: This raises or lowers the pitch of the 10 Glitch sounds at once by +/- 7 semitones.
Mod Wheel: This dampens the sound of the Higher pitched Glitch sounds, essentially making things a little less sibilant.
Rotary 1: Vocoder Filter – This Rotary affects the Thor Vocoder Modulation Filter. Use this knob to change the affect the filter has on the Vocoder. Basically, use this knob to dial in a sound filtering that appeals to you.
Rotary 2: Shift – This Rotary is used to raise or lower the “Shift” parameter of the Vocoder. Again, you’ll have to experiment with this knob to see what sounds best for you. You can also use it to create some interesting sweeps.
Rotary 3: Pattern Sequencer – This knob allows you to select from 32 different Glitch patterns (all with 64 steps each). If you want to turn the patterns off, you can by turing the Rotary completely left (at zero). This turns off the patterns entirely so no sound signal will get generated.
Rotary 4: Master Level – This is the Main Mixer’s master level. It allows you to fine-tune the volume of the overall mix.
Button 1: Doubler – This essentially doubles the Glitch sounds. Beware, it can add a ton of beats. But if you mute a few of the glitch sounds on the Mixer or Redrum devices, you can have some fun using this button to thicken up and beef up your beats by automatically doubling them.
Button 2: Alternate Filter – This adds a different filtered sound to the Glitch Box. It can be used to extend the Box to a whole new range of sounds. Experiment to see what you can do with this filter.
Button 3: Master Bypass – This Button will bypass the Vocoder FX as well as the Mastering devices. If you want a very raw sound, this is the button to press.
Button 4: Auto-Sequence – This button applies a random auto-sequenced element to the Glitch box. It not only acts as the note/gate CV for the Combinator, but also randomizes the first two Rotaries (the Vocoder Filter and Vocoder Shift parameters).
Glitch Box 2 (Red – Malstroms)
This Glitch Box uses 10 Malstroms to generate 10 different Glitch sounds, which are triggered by the Redrum Sequencer. The Redrum in turn has 32 patterns which are 64 steps each for a maximum Glitch mayhem. The interesting part of this patch is the way in which there are multiple Delay and Phaser units attached to the audio signal at the end. This creates a multi-tap delay effect which can be applied selectively.
Here is a rundown of how the Combinator Rotaries and Buttons work:
Pitch Wheel: This raises or lowers the pitch of the 10 Glitch sounds at once by +/- 7 semitones.
Mod Wheel: This completely changes the type of sounds produced by the Glitch devices. Each Malstrom device was programmed to generate something totally wacky and off-the-wall when the Mod Wheel was used. So here is the result. Have at it!
Rotary 1: Vocoder Filter – This Rotary affects the Thor Vocoder Modulation Filter. Use this knob to change the affect the filter has on the Vocoder. Basically, use this knob to dial in a sound filtering that appeals to you.
Rotary 2: Shift – This Rotary is used to raise or lower the “Shift” parameter of the Vocoder. Again, you’ll have to experiment with this knob to see what sounds best for you. You can also use it to create some interesting sweeps.
Rotary 3: Pattern Sequencer – This knob allows you to select from 32 different Glitch patterns (all with 64 steps each). If you want to turn the patterns off, you can by turing the Rotary completely left (at zero). This turns off the patterns entirely so no sound signal will get generated.
Rotary 4: Multi-Tap Delay – This adds some multi-tap delay effect to the glitch sounds. The Rotary acts as a dry/wet knob, so turning it fully left turns the delay off (dry), and turning it fully right turns it fully on (wet). Be careful as it’s easy to overdo it, and sometimes if other parameters are turned on (like Booster), the delay can get pretty loud. Though I’ve tried to limit the loudness of the delays with a Maximizer device. Just be careful not to overuse. 😉
Button 1: Filter Type A/B – This changes the Thor Vocoder Modulation Filter from a simple Noise Oscillator to a different type of Noise Oscillator, and then adds in a Mixed sine Wavetable Oscillator into the mix. Try it out to change the sound entirely.
Button 2: Bands 4/32 – This switches the Vocoder Band count from 4 (not pressed) to 32 (pressed in). Use this to keep the sound thin with 4 bands, or thicken it up with 32 bands.
Button 3: Hold – This triggers the Hold button on the Vocoder. This can add some interesting unpredictible outcomes if pressed every so often. Or create a stutter effect by programming it to hold every bar, beat, or at random throughout your track.
Button 4: Booster – This adds some emphasis and warmth to the sound via a Scream device.
Glitch Box 3 (Green – Subtractors)
This Glitch Box uses 10 Subtractors to generate 10 different Glitch sounds, which are triggered by the Redrum Sequencer, just like the other Glitch Boxes above. There’s 32 patterns which are 64 steps long, again like the other Boxes. There are a few interesting things happening in this patch, which I’ll go through one at a time.
First, there are Scream Distortion units attached to each of the 10 sounds. The Screams are randomly sequenced to switch using the Matrix “FX Sequencer.” The Curve CV is cabled from this matrix to Rotary 4, which in turn is set to program all the Scream units to various degrees.
Second, there are two Digital Delay units attached to each of the glitch sounds. One unit is set up for the left, and the other for the right. Then they are merged together and sent back to the mixer. By changing the steps associated with each of these devices, you can set up some very complex delay patterns, which in turn enhances the “Glitch” element for each of the sounds.
Third, Auto-Sequencing is set up so that there is an even more random element added to the box. Here, a matrix is set up for each Rotary as well as the Mod Wheel.
Fourth, there are a few other effects added into the Mix. If you’ve read some of the other articles, you’ll no doubt be familiar with ways in which the audio can be routed through Thor, and thereby use Thor’s filters on the audio signal chain. So I’ve added an alternate filter using this method. In addition, there are two Reverbs set up at the end of the signal chain in order to add a bit of room where the glitch sounds can feel at home.
Fifth, and finally, The P1 and P2 parameters on the Scream devices are controlled via CV by a Thor device. The setup is that LFO1 controls P1, and LFO2 controls P2. So if you want to control these two parameters on every Scream device simultaneously, all you have to do is make changes to the LFO1 and 2 parameters in the Thor “P1 & P2 CV” device. This can help add some further Glitchy fun with the sound (especially when the Damage Type keeps changing randomly).
Here is a rundown of how the Combinator Rotaries and Buttons work:
Pitch Wheel: This raises or lowers the pitch of the 10 Glitch sounds at once by +/- 4 semitones.
Mod Wheel: This affects a few of the Glitch sounds, but not too much. It’s pretty much unassigned.
Rotary 1: Drum Pattern – This knob allows you to select from 32 different Glitch patterns (all with 64 steps each). If you want to turn the patterns off, you can by turing the Rotary completely left (at zero). This turns off the patterns entirely so no sound signal will get generated.
Rotary 2: Delay Dry/Wet – This Rotary allows you to apply Delay to the Glitch sounds in a very random way (depending on how the steps are set up in each of your DDL devices. I can only recommend that you play around with the settings in these units, especially varying the steps on each unit). The Rotary acts as a dry/wet knob, so turning it fully left turns the delay off (dry), and turning it fully right turns it fully on (wet).
Rotary 3: Damage Dry/Wet – This works the same way as the delay does (Dry/Wet), but this time the Scream’s damage knob is affected for all the Scream units. Be careful not to go too far overboard as you can end up making the sound pretty loud. I tried to limit it already a little bit by cutting off the amount of damage that can be applied, but it can still cause pretty loud signals. So just use it cautiously and always be on the lookout for your levels and clipping.
Rotary 4: Glitch Hi <-> Lo – This essentially will turn off the amount of randomness applied to the Scream devices “Damage Type.” The way the Screams are set up, the matrix controls the damage type and randomly shifts from one type to another using CV to control this knob. If you keep it fully left, the Screams are at their most random; receiving switching cues from the matrix. When the knob is turned fully right, the damage type will not change at all and will stay fixed. So this Rotary controls how much randomness is applied to the Scream Damage Type, or rather how much switching between Damage Types will take place.
Button 1: Spring Verb – This applies a spring reverb to the entire mix. Feel free to change the RV 7000 patch to anything that you feel suits this sound.
Button 2: Tight Verb – This applies a tight reverb to the entire mix. Feel free to change the RV 7000 patch to anything that you feel suits this sound.
Button 3: Comb Filter – This adds a comb filter to the entire mix to quickly change the Glitch sound. Feel free to change this in the Thor “Filter” device, if you like. It’s in the “Filter 3” slot.
Button 4: Auto Sequence – This button applies a random auto-sequenced element to the Glitch box. It randomizes the Mod Wheel, and first 3 Rotaries (Drum Pattern, Delay, and Damage).
I hope this article provides a few new ways you can add to your Glitch fun in Reason. There’s probably a million different ways you can add Glitch into your tracks. I know Ed from EditEd4TV fame has just come up with a beat repeater that is quite amazing and interesting to look at. Visit the PUF (Propellerhead User Forum) for more information. And if you have any other ideas for ways in which you can make Glitch come to life in reason, please let me know. I’m always interested to hear about your techniques. Don’t be shy. Share them! And until my next installment, have fun in Reason and Record.