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Side Chain Compression Reason Tutorial

’side-chain compression’.  ‘bass-ducking’.  if you’ve been paying any attention to music production in the last few years, especially dance production, you know that these concepts play a huge role in the modern sound.  virtually every dance track, and increasingly many rock and pop tracks, feature these techniques – so what are they, and how do you incorporate them into your productions using reason?

What is side-chaining?

side-chaining is a species of compression in which the amount of compression applied to an audio signal is determined by the level of a second audio signal.  in other words, if signal A is being compressed using signal B as a side-chain input, signal A is compressed most when signal B is the loudest.  this technique has many applications (for example, vocal ducking as used in radio, and de-essing) but the angle we’ll concern ourselves with here is side-chaining a signal in response to the kick drum.

What can i do with this technique?

modern house, trance, and electro tracks often feature a pad, vocal or effect which seems to pump or breathe with the rhythm – if you listen closely, you will notice their volume attenuating while the kick drum is ringing out.  this effect is called ducking, and is achieved by effecting the pad or vocal sound using a compressor side-chained to the kick drum.  likewise, this technique can be applied to the bass, which is called (appropriately) bass-ducking.  bass-ducking deserves special consideration because, though it can be used to create the same pumping effect as with pads, it can be an indispensable tool for managing bass frequencies in songs in which phase interference between a powerful kick and a loud bass line presents a problem.  whereas dance tracks of the early nineties predominantly solved the issue of bass frequency competition using an off-beat bass line, the more modern technique of bass-ducking can dynamically move the bass out of the way of the kick, giving you more freedom to write bass lines to suit your style, without having to worry about phase interference between these two bass-heavy elements.

ok, so how do i do it?

Sidechain Setup Front - Click to Enlarge

Sidechain Setup Front - Click to Enlarge

Implementing side-chain compression in reason is extremely straight-forward.  you will need:

1. a redrum drum machine (loaded with a kit featuring a strong kick drum)
2. a spider audio merger and splitter
3. an m-class stereo compressor
4. a bass instrument

Side Chain Setup Back - Click to Enlarge

Side Chain Setup Back - Click to Enlarge

The trick of this technique is to split the audio output of your kick drum into two signals using the spider audio splitter, route one copy to your mixer and the other copy to the side-chain in on your m-class compressor.  in order to achieve this:

1. switch to view the back of your rack by pressing tab.  assuming your kick is loaded into channel one of your redrum, route the audio outs of redrum’s channel one to the audio-in on the ’split’ side of the spider unit.

2. wire one of the splitter outputs to the side-chain in on the compressor, the other to your main mixer (the kick signal sent to the compressor will not be audible, hence the need for a second copy).

3. finally, feed the bass instrument into the main audio input of your compressor so that ducking can be applied to it.  (if you want to apply ducking to more than just the bass, add another spider or line mixer to mix down the signals to be ducked before routing the mixed output to the main input of the compressor.)

4. route the outputs of your redrum and m-class compressor to your mixer as usual and you have completed the setup.

you will want to edit the compressor settings to taste – a lower threshold and higher ratio value will make the ducking effect more pronounced.

This loop features a standard 4-to-the-floor beat with a heavy kick on every quarter note, a ringing ride cymbal, and a strong bass line.  in the first example the compressor is disabled.  you will notice that the kick drum sounds strong in the first four measures, but is almost completely obscured by the bass line once it comes in.  this is because the kick and the bass share a similar frequency space and compete with one another for representation – this is obviously disastrous for your dance-floor aspirations.

This is exactly the same loop as before, but this time with the side-chain compressor enabled.  if you listen carefully, you will notice the ride cymbal pumping with the kick drum over the first four measures; this is because it is being sent through the compressor along with the bass.  (note that i am using another spider merger as a mixer to combine the bass, the ride cymbal, and the long snare to be compressed by the kick.  put some thought into what you’d like to duck – your decisions can have both engineering and creative applications.)  once the bass line kicks in, you should notice a more dramatic effect as the bass is ’sucked under’ the kick by the compressor, giving a slight pumping effect but more importantly allowing the kick drum to stand out and establish the rhythm without the bass line getting in the way.

conclusion

side-chain compression and bass-ducking are essential techniques for producing modern dance, pop, and rock music.  thanks to the m-class compressor, these techniques are simple to implement in reason 4.0.  once you’ve put together a good side-chain setup, try saving it as a default template document so that you’ll be ready to have clear, punchy kicks in all your future productions.  Download the .rns file

This tutorial by dj.boddicker at http://boddicker.org/

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Probably something every electronic musician should think about…

This post is not strictly speaking directly about Reason or music software, but I’ve found that many of us out there making electronic music are not classically trained musicians but rather tend to be fans of the music first and then decide one day “Hey I wonder if I could do that”. I certainly know I was.

So for the longest time I got on with playing with software, learning about compression and EQ, mixing and so on, even learning a little about music theory along the way (My Oh My).

Eventually something in me changed and I realised that I wanted to be much more hands on with my composition and I went out and bought a full sized Studio Logic SL-990 semi weighted keyboard. Now that was cool for a while unil eventually I realised I should probably learn to play the damn thing.


I signed up for some lessons and tried to get on with it, but time constraints and other day to day distractions got in the way and so after a matter of only a month or so the lessons were abandoned. The Idea of actually being able to play slipped into the background until one day I saw an ad on google for a “Proven method to learn piano”.

The ad linked to a product called Rocket Piano. Its an on-line series of video lessons and tutorials for aspiring piano players. I decided (after some internal discussion and self justification) to sign up and give it a try and I have to say over the last few months I’ve found it to be a truly revelatory experience.

Not only is it completely at my convenience (I can do lessons whenever I like), Ruth is an awesome teacher and the materials provided are second to none. This is the first product review I’ve put up on Reason Tutorials but Im more than happy to reccomend Rocket Piano to any asipring player. Knowing your way around a keyboard will help your composition no end and its also just a good laugh bashing out a tune from time to time.

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Reason Tutorial – Chiptune Synth in Thor

Here is another short reason tutorial related to making 8 bit chiptune sounding patches. This time were going to use the Thor polysonic synth found in reason 4.

The most important aspect of this synth is the use of the step sequencer at the bottom of the Thor, to get something that sounds vaguely authentic you will need to play with the note settings of the step sequencer till you get the right sound. Keep this in mind as you play with this patch.

Ok so lets start at the top. Copy the polyphony, oscillator, envelope and delay settings you can see in the 3 graphics below. They don’t have to be incredibly accurate to sound good. After you finished making the patch you can tweak to taste.

chip tune synth poly settings

chip tune synth poly settings

chiptune synth osc & envelope settings

chiptune synth osc & envelope settings

chiptune synth delay settings

chiptune synth delay settings

Ok so now on to the meat of how you get that authentic chiptune sound. Its all down to the rapid arpeggios of notes that are played by the thors step sequencer. In the example I’ve used I only used the first 4 steps of the step sequencer just for speeds sake, if you want use 8 or all 16 notes.

chiptune synth step sequncer settings

chiptune synth step sequncer settings

So first set steps =4

set run mode to “repeat”

now make sure “sync” is on, and that rate is set to 1/64

Now this is the clever bit, in the modulation matrix set up the following routings:

midi gate > 100% > Step Sequencer Trig

midi note > 100% > Step Sequencer Transpose

You’ll note I’ve also assigned the thors two controller knobs to filter and Oscillator balance you can do the same or simply play with these settings manually.

Now if you play keys you will now notice that a 64th note arpeggio that follows your key presses is occurring, it wont quite sound right yet as all the notes in the arpeggio are currently set to c3.

Lets remedy that. Make sure note octave is set to 2. and set each step to the following note vales.

Step 1 = D3

Step 2= C3

Step 3 = G2

Step 4 = D#3

The arpeggio should sound something like this now.

An that’s pretty much it. Play with your own filter settings and step sequencer note set-ups and you should be able to create a variety of new chiptune style patches.

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Making the BodyRox Yeah Yeah Synth in Reason

This tutorial was contributed by our friend luckydatevideos on you tube. Awesome videos and great sound design. A really useful little 9 minute video on how to create that BodyRox Yeah Yeah sound. Its a great sound and this tutorial steps you right through how to make a seriously authentic sounding copy of it. Enjoy.

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10 Things you should know about Thor – Reason Tutorial

Don’t get me wrong reason has always had good synths, the subtractor is still one of my favorite bass synths and the Malstrom is still fantastic for edgy goodness and doing evolving pads. The synths in reason were so good in fact that when Reason 4 was announced I kind of ignored Thor and was fixated on the arpeggiator and the ReGroove mixer (Which to be fair IS absolutely awesome).

Over time I’ve come to realize that this was a mistake. The Thor is a powerhouse, it can be subtle, solid, screechy and sometimes unpredictable in a good way. So in the spirit of “Don’t underestimate this beast like I did” I’ve decided to do a “Top 10″ style list of things I didn’t realize or think about when I first saw Thor. Hopefully some of this will be informative and useful to somebody.

1. Wavetable & Noise Oscillators - If you haven’t already, you really have to have to have a good play with these two oscillator types. The wavetable enables you to make such a vast array of sounds it’s almost incomprehensible. Everything from pianos and organs to twinkly bell like tones and deep dark pad noises. Meanwhile the noise osc is really useful for adding grit to synth tones and for doing analogue style drums (see the Analog Snare tutorial) the noise Osc can also be set to make various types of tuned noise which are really harmonically useful in pads and drones.

Wavetable & Noise Oscs

2. Internal LFO routing - The routing matrix. Well what can one say about this other than “IT’S AWESOME DOOD!!!”. There is such depth to what you can do with the routing matrix that it can sometimes get a bit confusing. The first thing I will say is look at routing the Thors LFOs to various parameters in a subtle way to help give you more evolving sounds. Take a slow “smooth sample and hold” style LFO and route it to a filter or an Osc Frequency pitch or Position setting and hear the results, instant sonic movement in your sound.

Example Routings

3. Routing midi note velocity to multiple things - Ok so we’ve all thought of the obvious routing of velocity to a final output stage low pass filter. The harder you hit a key the more top end is allowed through, the softer you hit the key the more just the bass end is let through. Thats all good stuff.

But what about routing the note velocity to LFO rate (which is in turn routed to delay amount or something else sonicaly interesting?), how about routing note velocity to a 2 filters at once one adding to the output and one taking away? Maybe add another velocity routing to one of the oscillators Position settings? You can be as subtle or extreme as you like with this. If you go far enough you can create patches where almost no two keypresses generate the same sound.

Velocity Routing

4. Routing Matrix “Scale” option - Ok so we have all these crazy routings set up, but we don’t want them to be in effect all the time or we want the option to apply differing amounts of a routing while we are playing with the patch. How do we do it? Simple use the “scale” option in the routing matrix. Essentially this allows you to specify how much of a set routing is controlled by something else. For example you can have an LFO which is routed to a filter, but if you only want this swishing filter movement to come into effect while the mod wheel is pushed up simply set the second “amount” = 100 and the “Scale” = Mod Wheel. Now the amount of LFOing filter you hear is controlled by how much you push up the Mod Wheel.

5. Filter Self Oscillation - For some quite wild and unpredictable results don’t be afraid to turn on the filter “self osc” button and push the filter resonance into the high 110s+ area, this can result in some wild and nasty screaming noises and odd bass end stuff but used in conjunction with a second band low pass or band pass filter (or even routing external audio, self oscillating breakbeats anyone?) this can generate some very usable but odd stuff.

Filter Self Osc

6. Global Envelope - Ok so it sits there all alone and looks a bit “What is this for?”. Trust me start experimenting with routing the global envelope with various settings to unusual parameters (You know something other than amp or filter) and you may well be surprised at the results.

Global Envelope

7. Audio Ins for manipulating audio signals - There are 4 audio in on the back panel of Thor these can be routed to filters and messed with by the internals of most parts of the signal chain. Try routing a breakbeat through some LFOed filters and the Shaper and see what you get.

Audio Inputs

8. Audio Ins Used as a controller in the modulation matrix – You can also route audio signals to things other than filters. You can have the level of audio example routed to an LFO speed or the shaper gain etc. This is wide open for experimentation.

Example Audio Routings

9. Back Panel CV ins & outs - If audio in wasn’t enough there are also 4 CV ins and 4 CV outs to allow Thor to interact with any other device you so choose. Fancy sending the audio level of a signal you are routing through a filter in the Thor out to the arpeggiator speed on an RPG-8 arpeggiator? No problem the Thors CV outs allow you to do this kind of complex routing with ease.

Back Panel CVs

10. The Step Sequencer - To be honest there is so much you can do with this seemingly simple step sequencer that it could fill several extensive tutorials by itself. You can do everything from letting each key press trigger a mini arpeggio to creating some very odd filter and other effects routings with the Step Sequencer. Also remember that you can not just trigger things with the Step Sequencer but you can use other devices to trigger it using the back panel CVs or the Step Sequencer Trig & Step Sequencer Transpose modulation routings.

The Step Sequencer

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