Acoustic sounds

Here is a tip for creating acoustic sounding instruments on the Gemini. Most of this patch is compatible with the Super 6 but you’ll need to use LFO1 in random mode to detune DDS1, which means losing sync licks on DDS2.

Primary effect of this patch is using LFO2 to randomly detune DDS1. Super mode is enabled to fatten up the sound. Secondary effect is sync licks on DDS2 to get the sound of striking a string. Third effect is using a very short delay with feedback to get a disonant low frequency sound emulating the body of a physical instrument.

Filter cutoff is modulated by velocity which allows you more expression when playing. An open or muted sound can be achieved by increasing or lowering VCF cutoff and envelope amount.

I recommend trying out different user waveforms. Sounds can vary quite a bit depending on how you combine wave A and B.

An example of creating this patch from scratch:

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Beautiful. Love hearing it all coming together in the end

I know it’s not quite like the random effect of LFO2 found on the Gemini, but I found that on my S6, modulation of the rate and delay of LFO2 by moderate amounts via multiple inputs e.g. DDS2, LFO2, Velocity and ENV1 - whilst it affects the pitch of DDS1 provides some alternative unpredictability in pitch whilst not losing the sync licks via LFO1

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Good tip! I keep forgetting that you can modulate the modulator.

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Thanks for this Trondheim. I’ve found the SG is fantastic for these kinds of string sounds, but in my usual way, I’ve just stumbled into them.

This is just the type of info that makes me happy to be on the forum.

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I’ve attempted a variant for the Super 6 based on these tips (attached as “trond_hammered_strings”)

It’s not as pure as the lovely tone you achieved in your patch, but it seems to be going in the right direction imho!

The main deviations from your patch I employed are:

  • Used w11 from the standard waveform pack as DDS1 (Wave A)
  • Added a little cross-modulation (I’m not sure whether it’s just my ears playing tricks on me but there seem to be subtle tonal changes along the CROSS-MOD range)
  • Added some DRIFT (i.e. SHIFT + DDS MODULATOR >> PW, around 20-30%) for a little more pitch instability in addition to the modulated LFO2-DDS1 settings employed earlier
  • +ve modulated the DELAY LEVEL very slightly with velocity
  • Added a little AH on ENV1 to add an extra tiny dead zone to the transient. It feels as though this could also be used a little more liberally to give the impression of doubled strings, possibly also +ve modulated very slightly with Velocity for some variation during performance
  • Switched off BINAURAL mode to get more voices during playback (to accommodate the long sustains using the S6) A little LFO1 >> PAN could be employed to widen the stereo image slightly.

The general positions for this patch on the S6 are shown below:

(NB: The HPF - via SHIFT - is in roughly the same position as the VCF FREQ. The ENV1 Attack value shown above is for the AH amount, with the main ENV1 Attack set to 0)

It’s amazing how effective that DELAY tip is!

Thanks so much for these tips. I really hadn’t even looked in this direction before, and you’ve opened up an entire universe of sounds for me to explore from those initial settings you provided! :smiley:

p4_trond_hammered_strings.s6 (35.6 KB)

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