Also...victorjohn wrote:Never did answer this. The sounds I start with are quite basic actually, for bass usually some square wave SID emulation stuff. The grit in the background will come from just creating a wall of feedback from whatever main pad synth I use run thru all the mess of fx.NewSc2 wrote:Thanks for the tip. Listened to some of your tracks and you pretty much nailed the textures I'm trying to get.victorjohn wrote:resample much.
Loads of EQ to take off the air on the sounds. let the headroom you leave become the "air" to your tracks.
big verbs chained to soft bitcrushing then sent to other clean verbs.
delay, delay, and delay again.
Minimal sound source, much fx.
This can all be done in ableton very easily. Use EQ and filtering to create the space, then fill it up with reverb, subtle phaser, delay.
Use long fx chains. These are all Basic Channel tricks.
Sorry if this is a dumb question, but what kind of sound do you try to start with before running it through all the delays and reverbs?
A new trick I have been working with for getting that dusty atmosphere is putting an arpeggio on a pad and then bitcrushing that pad a bit, delaying it a lot and then EQing out all the lows and some of the highs. Run that thru a lot of reverb and get it kinda reacting to your kick/bass parts and you have something that sounds like one big filthy whole of a sound, but is really 3 distinct parts.
The incredible PaulStretch
"This is a program for stretching the audio. It is suitable only for extreme sound stretching of the audio (like 50x) and for applying special effects by "spectral smoothing" the sounds. It can transform any sound/music to a texture."