Tips on synthesizng drums in sunvox?

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El Niño
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Tips on synthesizng drums in sunvox?

Post by El Niño » Sun Feb 03, 2013 5:57 pm

After trying to use sampled drums for ages I've become a bit dissatisfied with the fact that they always seem a bit off and out of pitch with my song, so from now on I really only want to use drums which Ive synthesized inside sunvox at particular pitches which match the key of the song.

Does anyone have any good tips on how to create nice synthesized drums with the FM module, the Noise generator module, and perhaps square wave generator or analogue module?

Ive tried doing this so far: Open a new song turn up the BPM to quadruple the BPM of the song your working in (if your song is 140 BPM, use 560 BPM), then square wave generator with a fast pitch down, layer another slightly detuned square wave generator with fast pitch down at slightly different rate...for kick drum. sample it into a sampler module then copy that into the original song. It sounds O.K I guess.

Has anyone had any success making nice synthesised drums using the FM module? kicks, hi-hats, cymbals, snares, claps, percussion, bells?

Darkhog
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Re: Tips on synthesizng drums in sunvox?

Post by Darkhog » Tue Feb 05, 2013 12:36 am

Can't you just use DrumSynth module?

excelenter
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Re: Tips on synthesizng drums in sunvox?

Post by excelenter » Tue Feb 05, 2013 8:30 pm

Usually I do similar stuff, but for kicks I also can suggest:
* using triangle and sine waves instead of square
* throwing in some distortion and compressor to give it more punch
* adding clicking sound on top
* adding barely noticeable delay/reverb

I've tried to use kicker module, and it's good actually with some spicing on top of it (dist + comp + very light delay) :)

Never used FM for that though. I'll try it eventually.

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dusicyon
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Re: Tips on synthesizng drums in sunvox?

Post by dusicyon » Fri Feb 08, 2013 8:07 pm

Hello, El Niño!
So, I did it some weeks ago. In my case I was searching for a more original sound for my drums (tired of using samples). I managed to make a set with bass drums, snares, hats, cymbals, claves, cowbells and others. I liked the results, the toms isn't so good but the rest are great. You can find help by this series of tutorials: http://www.soundonsound.com/sos/Nov01/a ... ts1101.asp They helped me a lot.
I didn't used FM. Most of times I used analog generators (I found it better because of filter envelopes), with many types of waveforms.
Have fun! :friends:

El Niño
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Re: Tips on synthesizng drums in sunvox?

Post by El Niño » Fri Feb 08, 2013 8:59 pm

Hey! Thanks, Im going to go and check out those tutorials now...that was really interesting, if a bit complex for me.

I found this article recently, its about renoise but really useful information in there anyway:

http://beatcreators.wordpress.com/2012/ ... hine-pt-1/

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dusicyon
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Re: Tips on synthesizng drums in sunvox?

Post by dusicyon » Sat Feb 09, 2013 4:44 pm

Cool link.
It's not that complex, it just depends of the realism you want. It's possible to make drums using just noise gens and filters. You said something about pitch, so, instruments like kicks and snares are unpitched, this means that they don't really have a definitive "note". Sometimes I use some sample and they got transposed for down, the kicks for examples are like grrrrrrroooooooshhhhhh, is that what is happening to you? You can change it clicking twice on the module and editing the relative note to 12 for 1 oct up, 24 for 2 oct up, etc, depending on the sample...
Hope that helps you get the sound you want.

I'm currently working on a drum set for sharing here, all synthesized in sunvox. It is already done actually, but they're really CPU killer, I'm trying to make some tweaks to make it a litle light, and do a lo-fi version fo it too. Really cheesy thing. hehehe :good:

UPDATE: The synths are here: viewtopic.php?f=11&t=2461

ibim
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Re: Tips on synthesizng drums in sunvox?

Post by ibim » Tue Jan 07, 2014 10:09 pm

How about techno kick drums? Is it possible to go from really high pitch to really low pitch really fast? I tried slide down effect and some phase modulation, didn't come up with anything completely satisfying. I suspect it won't be much of a problem when the envelope module comes though.

ibim
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Re: Tips on synthesizng drums in sunvox?

Post by ibim » Tue Jan 07, 2014 11:49 pm

I managed to get it somewhat like I wanted it, but I want it snappier, faster pitchdrop. Give it a try! It has an annoying ringing sound to me, does anyone else get that? But it goes away when I render so it really doesn't matter.
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Elfferich
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Re: Tips on synthesizng drums in sunvox?

Post by Elfferich » Tue May 09, 2017 9:36 pm

ibim wrote:I managed to get it somewhat like I wanted it, but I want it snappier, faster pitchdrop. Give it a try! It has an annoying ringing sound to me, does anyone else get that? But it goes away when I render so it really doesn't matter.
I fully know what you mean. I will make synthesize a kick for you that has the punch you want.
Give me some time and I will upload it on this topic. :)

Elfferich
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Re: Tips on synthesizng drums in sunvox?

Post by Elfferich » Tue May 16, 2017 12:13 am

Sorry that I'm later than expected. I'm really busy with exams now, but here it is. I learned to make bass drums from other sunvox projects and to watch tutorials online how to synthesize own kicks. The tut doesn't have to be for sunvox. Just know how to make one and try that in sunvox.
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The Handle
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Re: Tips on synthesizng drums in sunvox?

Post by The Handle » Sat Oct 14, 2017 11:41 pm

Ok, I can give you some HUGE tips on this, as I've actually created my drums from scratch with Sunvox multiple times before.

For kicks:
At its core, a kick is simply a slid-down sine. Add a sine generator, crank the BPM up to max and bring ticks per line down to 1 (gives you the finest control over the pitch evelope), and play a note around C5-C7 (sustained for about 4-5 lines then cut-off, so pitch can be slid at the initial hit, and volume can fade with the release). Then pitch it down for about 4 lines, and mess with the speed of the pitch drop (around 400 for first line is good, then ~200 for second line). Then sample it, and that should get you close to a proper kick. Don't forget to add an EQ though! And if you want more punch, add a cymbal to the start of the kick (this is what gives a little extra hit to it), or mess with the slide speed. You can also use a square or triangle generator, but it will be more difficult to get the result you want.

For snares:
Analogue generator is your friend! I can't count the number of times I've made a snare with this thing. Play a note around E3-E4, set the wavetype to noise, then turn the built-in-filter to BP (4 or 3, 4 gets best results from my experience), bring the frequency up to around 3000-4000, crank up the resonance to about 1300, and play with the filter release (longer gets you a more toned snare). I promise you, you will be rewarded for your patience and tweaking. I have made some of my best snares doing this. Then (depending on your tastes) you can add even more analogue generators at different filter frequencies or waveforms (especially squares) to add complexity to your snare, maybe even feeding it into a mid-power distortion module.

To make a VERY basic snare, you can use a square for the initial impact (6 ms release) and another noise generator for the release (about 20-32 ms).

For cymbals:
The best method I've found for cymbals (hi-hats and closed-hats only, still working on crashes and rides) is to start with a noise generator, feed it into a flanger, then a filter module (hi pass), then a mid-power distortion module (for volume). Cymbals rely heavily on harmonics to get the tinny sound they produce. Set the release to between 6 and 12 for closed-hats.

For rides, I've been getting the best results from messing with the Spectravoice module. Play around with the harmonics settings to get the sound you want. I'm pretty close to a decent version at the moment, but it needs more research.

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