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The Grain effect breaks the selected portion of the sound file into grains
that are then fed into and played out of the grain engine
at different rates. In the process, the playback order can be randomized
to varying degrees. This can produce everything from subtle time-shifting
effectswhen the in and out rates are close and little or no randomization
is presentto complete mangling of the sound file with widely varying
in and out rates and heavy randomization.
Try processing the Inertia-processed composite bass loop in two halves
as follows: set the grain size to quarter-note length (if you have eight
two-bar loops as above, this amounts to dividing the entire sound file
length by 64). Set the Input Step and Output Step to one-quarter of this
value and set Randomization to zero. Audition the loop, and youll
hear little if any difference from the original. Now select the first
half of the sound file, increase the Input Step setting slightly, and
apply the Grain effect. Next select the sound files second half,
decrease the Input Step to as much below the Output Step value as it was
above it, and apply the Grain effect. Finally select Mix 50%
from the Morph menu and mix the sound file with the Inertia-processed
sound file on disk.
Using Cross Convolution, Inertia, and Grain one after the other as described
here may be a bit over the top, but it shows that you can get intelligible
results even with that much processing. Nevertheless, when it comes to
effects processingin MetaSynth as with any applicationless
is usually more.
Two Steps
Forward
This article began with sound-file analysis, which produced sonograms
in the Image Synth. This is an excellent way to get a sense of what kind
of graphic is needed to produce a specific type of sound. Sound-file analysis
is also a powerful tool for rhythm, pitch, and harmonic analysis. In the
section Analyze this, you glimpsed several analysis and resynthesis
processes that are greatly facilitated with graphic tools, and in some
cases impossible without them. Next I looked at sound painting using the
model of additive synthesis. In addition to using the standard overtone
series, I employed custom-designed harmonic structures, including those
derived by analyzing other sounds. I then used both graphic- and audio-filtering
techniques to modify the sounds before assembling them as multisamples
for use in MetaSynth Instruments or other samplers.
Finally I explored a few of MetaSynths vast array of DSP processes,
which range from the standard to the exotic. Here I used a subtle mix
of additive synthesis and cross convolution to produce variations on a
bass loop. I then strung the variations together and processed the result
with resonating and granular effects. A functional bass loop with the
same pitch and rhythm remained, but with a lot of harmonic variation.
MetaSynth is a deep and complex program, and this article is a bit like
skipping a stone across a ponds surface. Although Ive touched
on the programs basic elements, much time can be spent exploring
any feature without mastering it completely. As seen here, you can also
get usable (and unique) results quickly. So dont be put off by the
programs complexity; roll up your sleeves and get started.
Please click on the following links for information on "Audio
Sequencing With Metasynth and Metatrack" and "Midi
Sequencing With Metasynth and Xx".
Len Sasso wrote
the Wizoo Pro Guide to MetaSynth. For more information or to share tales
from the meta-trenches, visit www .swiftkick.com or e-mail him at len@swiftkick
.com. Special thanks to Edward Spiegel of U&I Software.
BACK
Reprinted
with permission from
Magazine, February, 2001
© 2001, Intertec Publishing, A Primedia Company All Rights Reserved
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