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	<title>Reason Tutorials &#187; Basics</title>
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		<title>Probably something every electronic musician should think about&#8230;</title>
		<link>http://www.reasontutorials.net/2009/03/probably-something-every-electronic-musician-should-think-about/</link>
		<comments>http://www.reasontutorials.net/2009/03/probably-something-every-electronic-musician-should-think-about/#comments</comments>
		<pubDate>Tue, 10 Mar 2009 15:22:29 +0000</pubDate>
		<dc:creator>AikiGhost</dc:creator>
				<category><![CDATA[Basics]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Keyboard Skills]]></category>
		<category><![CDATA[keyboards]]></category>
		<category><![CDATA[Learn to play piano]]></category>
		<category><![CDATA[Piano Training]]></category>

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This post is not strictly speaking directly about Reason or music software, but I&#8217;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 &#8220;Hey I wonder if I could do that&#8221;. I certainly know [...]]]></description>
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<p>This post is not strictly speaking directly about Reason or music software, but I&#8217;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 &#8220;Hey I wonder if I could do that&#8221;. I certainly know I was.</p>
<p>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).</p>
<p>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.</p>
<p style="text-align: center;"><em><a href="http://www.reasontutorials.net/rocketpiano.php" ><img class="aligncenter" src="http://www.reasontutorials.net/images/burning_piano.jpg" alt="" width="372" height="297" /></a><br />
</em></p>
<p><em>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 &#8220;Proven method to learn piano&#8221;. </em></p>
<p><em>The ad linked to a product called <a href="http://www.reasontutorials.net/rocketpiano.php" >Rocket Piano</a>. 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&#8217;ve found it to be a truly revelatory experience.</em></p>
<p><em> 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&#8217;ve put up on Reason Tutorials but Im more than happy to reccomend <a href="http://www.reasontutorials.net/rocketpiano.php" >Rocket Piano</a> 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.</em><em><strong><br />
</strong></em></p>
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		<item>
		<title>Mixing Basics Reason Tutorial Part 2 &#8211; Compression</title>
		<link>http://www.reasontutorials.net/2008/10/mixing-basics-reason-tutorial-part-2-compression/</link>
		<comments>http://www.reasontutorials.net/2008/10/mixing-basics-reason-tutorial-part-2-compression/#comments</comments>
		<pubDate>Fri, 03 Oct 2008 14:15:29 +0000</pubDate>
		<dc:creator>AikiGhost</dc:creator>
				<category><![CDATA[Basics]]></category>
		<category><![CDATA[Mixing]]></category>
		<category><![CDATA[Compression]]></category>

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I&#8217;ve found that one of the lesser understood bits of production and mixing in general is the whole issue of compression. What it does, when to use it, when to leave it alone. In this short tutorial I&#8217;ll cover the basics of what each of the parameters of the MClass compressor in reason do and [...]]]></description>
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<p>I&#8217;ve found that one of the lesser understood bits of production and mixing in general is the whole issue of compression. What it does, when to use it, when to leave it alone. In this short tutorial I&#8217;ll cover the basics of what each of the parameters of the MClass compressor in reason do and give some examples of settings for different types of compression.</p>
<p>In actuality there are 3 devices in reason which can be used for compression/limiting the MClass Compressor the COMP-01 compressor and the MClass Maximiser. In this tutorial we&#8217;ll be using the MClass Compressor as its the most versatile and most generally useful of the 3. It can be used for a wide variety of effects from subtle loudness increases to hard and unnatural sounding side chain pumping effects.</p>
<div class="wp-caption aligncenter" style="width: 492px"><a href="http://www.reasontutorials.net/resources/MClassCompressor01.jpg" ><img src="http://www.reasontutorials.net/resources/MClassCompressor01.jpg" alt="M Class Compressor" width="482" height="44" /></a><p class="wp-caption-text">M Class Compressor - Click for Close up</p></div>
<p><strong>Parameters of the MClass Compressor and what they do</strong></p>
<p>First a quick explanation of what each of the front panel controls actually do.</p>
<p><strong>Input gain:</strong> A +/-12dB  input level adjuster.</p>
<p><strong>Threshold:</strong> Sets the level at which compression will actually start to occur. When the loudness of a signal is below the threshold level then the signal is left unaffected. Any signal above the threshold level is pulled down by an amount determined by the compression ratio. What this tends to mean in reality is that the lower the threshold is set the more obvious the compression will be.</p>
<p><strong>Ratio:</strong> This control sets the amount of compression to be applied to the signal above the threshold level it can be set form 1:1 (no effect at all) to infinity:1. For example with a 4:1 compression ratio, if the input increases by 8dB,  the output increases by only 2dB. Most practical day to day uses set this somewhere between 2:1 and 10:1</p>
<p><strong>Soft Knee:</strong> When engaged this make the compression effcet come in more subtly and thus makes the effect more natural. This is of course not always what you want in modern dance styles or electronica.</p>
<p style="text-align: center;"><img class="aligncenter" title="Input Gain, Threshold &amp; Ratio" src="http://www.reasontutorials.net/resources/MClassCompressor02.jpg" alt="" width="262" height="69" /></p>
<p><strong>Sidechain Solo: </strong>Allows you to hear an isolated version of the signal being input through the back panel side chain input.</p>
<p><strong>Attack:</strong> Determines how quickly the compression effect is applied to a signal that goes over the threshold. A low value makes the effect come in quickly, a higher value brings the effcet in more slowly. This is useful for stopping the compressor from quietening the hard front edge of snares, high hats, etc.</p>
<p><strong>Release:</strong> This determines how long compression is left applied after a signal drops down below the threshold. Lower settings will tend to sound less natural and &#8220;Pump&#8221; more. Higher settings tend to be used for more natural sounding compression.</p>
<p><strong>Adapt Release:</strong> When set this automatically increases the length of the compressors release time for signals with longer peaks.</p>
<p><strong>Output Gain:</strong> This is a final make up gain control to allow  the final compressed signal to be made up to a level that will fit with the rest of the mix if compression has significantly lowered the overall level of a signal.</p>
<div class="wp-caption aligncenter" style="width: 246px"><img src="http://www.reasontutorials.net/resources/MClassCompressor03.jpg" alt="SC Solo, Attack, Release, Output Gain" width="236" height="69" /><p class="wp-caption-text">SC Solo, Attack, Release, Output Gain</p></div>
<p><strong>General Settings for Drums</strong></p>
<p>You have to listen to how aggressive the initial transient (or click/impact) at the start of the drum hit is and then lower its volume to be closer to the rest of the drum hits volume level. The more aggressive the initial hit the more less time you should give it before bringing in the compressor. Essentially you want to lower the initial impact which is much heavier than the rest of the hit and then use the make up gain to make the overall level of the drum sound louder throughout the drum hit.</p>
<p><strong>Kick</strong> &#8211; Ratio: 3:1 Attack: 4ms, Release: 45ms. Soft Knee off. Adjust input gain, Threshold level and output gain to suit.</p>
<p><strong>Snare</strong> &#8211; Ratio: 4:1 Attack: 4ms or less dependant on how aggressive the initial hit of the original sound is, Release: 45ms. Soft Knee off. Adjust input gain, Threshold level and output gain to suit.</p>
<p><strong>General Settings for Other sounds</strong></p>
<p><strong>Vocals</strong> &#8211; Ratio: From 3:1 to 8:1 dependant on loudness, Attack: 50ms, Release: 100ms, Soft Knee On. Adjust input gain, Threshold level and output gain to suit. This is simply to take the top peaks off the vocal track so the vocals overall level can be mixed up without clipping and so sit nice and up front in the mix.</p>
<p><strong>Acoustic Guitar </strong>- Ratio: 5:1 &#8211; 10:1, Attack: 5-10 ms Decay: 0.5secs. Soft Knee may be on or off dependant on playing style.</p>
<p><strong>Electric Guitar</strong> &#8211; ratio 8:1 &#8211; 10:1, Attack: 5ms, Decay: 0.5 secs. Soft Knee off.</p>
<p><strong>Bass</strong> &#8211; Ratio: 4:1 &#8211; 12:1, Attack: 1-10ms, Decay 05 secs. Soft Knee off.</p>
<p><strong>Overall Mix Compression</strong> &#8211; Ratio: 2:1 &#8211; 6:1, Attack: 1-5ms, Decay 0.3-0.4 Seconds. Soft Knee on.</p>
<p><strong>Sidechain Compression</strong></p>
<p>Side chain compression is where an external signal is used to trigger the on off of the compressor rather than the threshold level. It is commonly used for House and Dance music &#8220;pumping&#8221; kick drum effects where the overall level of the general mix is pulled back while letting the Kick drum through at its normal level. We will this use in a future tutorial.</p>
<p><strong>EQ before or after compression?</strong></p>
<p>One question that is asked a lot is &#8220;should I EQ before or after compression&#8221;. The general consensus seems to be that you should EQ before compression in order to have a more predictable and controllable output volume of a sound in your mix. But (there&#8217;s always a but) this is not a written in stone hard rule. In some more experimental cases you can EQ after but the results tend to be less predictable.</p>
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		<title>Subtractor Basics Reason Tutorial</title>
		<link>http://www.reasontutorials.net/2008/09/subtractor-basics-reason-tutorial/</link>
		<comments>http://www.reasontutorials.net/2008/09/subtractor-basics-reason-tutorial/#comments</comments>
		<pubDate>Tue, 30 Sep 2008 10:01:10 +0000</pubDate>
		<dc:creator>AikiGhost</dc:creator>
				<category><![CDATA[Analog Sounds]]></category>
		<category><![CDATA[Basics]]></category>
		<category><![CDATA[Subtractor]]></category>
		<category><![CDATA[Reason Tutorial]]></category>
		<category><![CDATA[Subractor Tutorial]]></category>
		<category><![CDATA[Subtractor Basics]]></category>
		<category><![CDATA[Synthesis Basics]]></category>

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Simple yet powerful the Subtractor synth has been a part of Propellerheads Reason since version 1. Its is a lovely little utility synth that manages to pack a hell of a lot of oomph in a very small front panel. I have found over the years that the Subtractor is very good for lead and [...]]]></description>
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<p>Simple yet powerful the Subtractor synth has been a part of Propellerheads Reason since version 1. Its is a lovely little utility synth that manages to pack a hell of a lot of oomph in a very small front panel. I have found over the years that the Subtractor is very good for lead and Bass sounds and even now we have access  to the Thor the Subtractors filter section still stands up as being better for &#8220;Squidgy&#8221; bass style sounds.</p>
<div class="wp-caption aligncenter" style="width: 525px"><a href="http://www.reasontutorials.net/resources/SubtractorBasics01.jpg" ><img src="http://www.reasontutorials.net/resources/SubtractorBasics01.jpg" alt="The Subtractor" width="515" height="188" /></a><p class="wp-caption-text">The Subtractor - Click to enlarge</p></div>
<p>In fact there is quite a large amount to cover with the Subtractor so in this post I will just try to cover the basics  of what each section does  at a simple level without going into too much detail.</p>
<p><strong>Oscillator Section</strong><br />
Ok so here is where we generate our initial sound which we will later shape with filters and so on. As you can see there are 3 oscillators 2 standard Oscs and a Noise Osc.</p>
<div class="wp-caption aligncenter" style="width: 303px"><img src="http://www.reasontutorials.net/resources/SubtractorBasicsOscilators.jpg" alt="Subtactor Oscilator Section" width="293" height="152" /><p class="wp-caption-text">Subtactor Oscillator Section</p></div>
<p>With the standard Oscs there are 32 different waveforms, these are detailed in depth in the reason manual. The main osc types I use to make 90% of my sounds are the first 4 though (Sawtooth, Square, Triangle and Sine).</p>
<p><strong>Sine: </strong>The sine is the purest waveform with the simplest harmonics it works in a number of situations where a smooth type of sound is needed at high ranges it has organ like overtones and is useful at lower tones for adding bass end energy to a sound. For example it is often layered with a kick to give extra low end oomph.<strong><br />
</strong></p>
<p><strong>Sawtooth: </strong>This waveform has a very rich and bright sound, full of harmonics and overtones. It is great for aggressive lead synth sounds and more modern bass sounds. The Sawtooth wave is the main component of trance and electro house style bass synths for example.</p>
<p><strong>Square: </strong>The square wave has a quite &#8220;hollow&#8221; sound but is also heavy on harmonics. It can be used for hollow old school house bass type noises. It is quite useful in a number of different situations where the aggressiveness of a sawtooth is not needed.<strong><br />
</strong></p>
<p><strong>Triangle: </strong>Much like the sine wave but with more harmonics, it can be used in similar situations to the sine but where the sine waves smoothness is not as required.<strong><br />
</strong></p>
<p>The other oscillator shapes are in fact combinations of the 4 above waveforms in varying degrees but the only way to get to grips with all of them is to experiment.</p>
<p>Just to the right of the wave selector for each oscillator we have the <strong>octave control</strong>,  the use of this should be pretty self explanatory. Set to 2 or 3 for bass end noises and to 4 -6 for lead type sounds anything above 7 is usually not particularly useful for anything other than layering purposes (or upsetting the local dog populous)</p>
<p>Next is the <strong>semitone control</strong>, this is useful for producing patches that play to oscillators (when you have both turned on) at separate pitches. Generally it can be quite useful to set the two oscillators 3, 5 or 7 semitones apart from each other. experiment with this and see what you can find.</p>
<p>Now we are onto the controls I use in almost every Subtractor patch I make. The <strong>cent or tuning controls </strong>these are extremely useful for fattening up sounds by detuning one oscillator from the other by a small amount. Generally detune Osc 2 form Osc 1 by about 15-30 cents dependant on how pronounced an effect you want. This will help to make your basses fatter and your leads more piercing.</p>
<p>Finally we have the <strong>FM (or frequency modulation)</strong> and the <strong>Oscillator Mix</strong> controls. <strong>Frequency modulation </strong>is a form of synthesis where the timbre of a waveform is changed by modulating it with a another oscillator, this results in a more complex (and often harsher) sounding tone. FM makes for a less pur but often more interesting and/or harsher tone. The oscillator mix control quite simply sets how much of Osc1 is heard and how much of Osc 2 is heard. All the way to the left and you hear only Osc1, all the way to the right and its just Osc2 and so on.</p>
<p>You may have noticed that I left out the left most controls of the Oscillator section so far. This is because these are the <strong>Phase modulation offset synthesis controls</strong> and are actually quite complex compared to the other controls in this section. Essentially these controls allow you to generate a secondary waveform for each oscillator, off set that new waveform and then either multiply or subtract the secondary oscillator with the first.</p>
<p>Each Osc has a Phase Offset knob, which determines the amount of the offset and a mode selector (good band) which determines if it will be multiplied (x), subtracted (-) or ignored (0). Many oscillator sync effects and things like Pulse Width Modulation (PWM) can be achieved with judicious use of these controls. Though it may seem complex at first ignore these controls at your peril there&#8217;s synthesis gold in them there phase modulators.</p>
<p>Next up we have the <strong>noise generator</strong> section. These controls allow you to generate various colours of noise. Noise is generally useful in percussive patches and the noise osc is routed through the osc2 section of the mixer along with the main Osc2 signal. Decay sets the length of time the noise will sound for after a key is released and level sets the overall amplitude of the noise.</p>
<p>Finally we have the <strong>Keyboard track</strong> and the <strong>Ring Modulation </strong>switches. keyboard tracking should generally be left on for most patches only really being turned off for untuned  percussive sounds. Turning on <strong>Ring Modulation</strong> multiplies Osc 1 with Osc 2 to produce sum and difference frequencies. Ring modulation creates complex and enharmonic often bell-like sounds.</p>
<p><strong>Filter Section</strong></p>
<p>In subtractive synthesis the charcateristics of the filter could be argues to be one of the most effceting aspects of a stnthesiser on its overall timbre. Im glad to say that the Subractor has a rather nice charcterful filter section which alows a lot of different styles of sound to be produced.</p>
<div class="wp-caption aligncenter" style="width: 185px"><img src="http://www.reasontutorials.net/resources/SubtractorBasicsFilters.jpg" alt="Subtractor Filter Section" width="175" height="105" /><p class="wp-caption-text">Subtractor Filter Section</p></div>
<p>You have 5 different filter types to choose from in filter section 1.</p>
<ul>
<li>24dB &amp; 12dB Low Pass &#8211; The most commonly used filter in subtractive synthesis used for rolling off the the top end of a waveform to varying degrees.</li>
<li>12dB Bandpass &#8211; Allows a variable width band of frequencies in the middle range through.</li>
<li>12dB High Pass &#8211; Cuts out the bottom end of a sound and allows the high end frequencies through.</li>
<li>Notch &#8211; Rejects a narrow band of frequencies in the mid range. Almost like the opposite of te band pass filter.</li>
</ul>
<p>The <strong>Filter 1 Frequency controls</strong> determines the area of the audio spectrum that the filter will operate in. If for example a 12dB low pass filter is set to 0 then no audio signal at all will be let through. If the same filter is set to 127 then all frequencies will be allowed through.</p>
<p>The <strong>Filter 1 Resonance control</strong> determines different things for different types of filters. For LP or HP filters the resonance determines how much the area the filter frequency is set to will be emphasised. With Band Pass or Notch filters the resonance control determines the width of the passed or cut area of the frequency spectrum.</p>
<p>The <strong>keyboard filter track knob</strong> determines how much the filter 1 frequency is affected by which key on the keyboard is being pressed. A setting of 0 has no effcet and a setting of 127 has an obvious and pronounced effcet (assuming the filter is not set to completely open anyway).</p>
<p>The <strong>Filter 2 section</strong> controls a second Low Pass filter which is connected directly after filter 1 in the audio path. Filter 2 can be used to take off the top end of a signal or to accentuate whatever frequencies at a certain area of the audio spectrum are allowed through filter 1.</p>
<p>The <strong>filter link button</strong> creates a relative link between the filter frequency of filter 1 &amp; 2. As filter 1s frequency is raised filter 2s frequency is also raised a similar amount.</p>
<p><strong>Envelopes Section</strong></p>
<p>The envelopes section of Subtractor is used to determine how various parameters (pitch, volume, filter, etc) will change over time. Its actually pretty simple but should be examined and understood fully before moving on if oscillators and filters determine a synthesisers character or sound the envelope settings give a synth patch its &#8220;Feel&#8221;.</p>
<div class="wp-caption aligncenter" style="width: 389px"><img src="http://www.reasontutorials.net/resources/SubtractorBasicsEnvelopes.jpg" alt="Subtractor Envelopes" width="379" height="95" /><p class="wp-caption-text">Subtractor Envelopes</p></div>
<p>Envelopes &#8211; General Parameters</p>
<p><strong>Attack:</strong> This determines the amount of time an envelope will take to reach its peak form the initial key press. Set Attack to 0 and the envelope will hit its maximum value instantly, set it to 127 and it will take many tens of seconds.</p>
<p><strong>Decay:</strong> Decay determines how quickly or slowly an envelope drops from its highest level once  the attack has peaked. The lower the value the slower the envelope will decay.</p>
<p><strong>Sustain:</strong> This sets the minimum value an envelope will attain over the period of decay. If Sustain is set to 127 then no decay will occur, if it is set to 0 then a complete decay to nothing will occur.</p>
<p><strong>Release:</strong> This is much like the Decay parameter except that it determines how long it takes an envelope to decay to zero after the key has been released.</p>
<p>There are 3 envelope sections Mod, Filter and Amplitude (Amp), I&#8217;ll cover these in reverse order as that is generally accepted as their order of importance.</p>
<p><strong>Amplitude Envelope</strong></p>
<p>The Amp envelope determines how loud each note the subtractor makes is at each point in its life cycle. Generally piano or lead style patches have a low Attack and a medium amplitude release envelope, with varying decay and sustain settings. More pad or drone like sounds will have slower attacks and releases with slow decays.</p>
<p><strong>Filter Envelope</strong></p>
<p>The filter envelope controls the Filter 1 Frequency parameter, there is not much more to be said about it other than most simple instrument patches tend to have an Attack of 0 for this parameter but experimentation and looking at factory patches is in order to see what can be done with the filter envelope.</p>
<p><strong>Filter Envelope Amount</strong></p>
<p>This parameter determines to what degree the filter will be affected by the Filter Envelope. The more to the right this is turned the more obvious the effects of the filter envelope will be.</p>
<p><strong>Mod Envelope</strong></p>
<p>The mod envelope is an amount and destination assignable envelope which can be used to get more interesting sounding and advanced synth effects.</p>
<ul>
<li>Osc 1: Assigns the envelope to control the pitch of Osc 1.</li>
<li>Osc 2: Assigns the envelope to control the pitch of Osc 2.</li>
<li>Osc Mix: Assigns the Mod Envelope to control the Osc 1&amp;2 mix parameter.</li>
<li>FM: Assigns the Mod Envelope control the FM Amount parameter.</li>
<li>Phase: Assigns the  Mod Envelope control to the phase offset parameter for Osc 1 and 2.</li>
<li>Freq 2: Assigns the  Mod Envelope control to the Frequency parameter for Filter 2.</li>
</ul>
<p><strong>Low Frequency Oscillator (LFO) Section</strong></p>
<p>The LFOs are a lot like Osc 1 &amp; 2, in that they also generate a waveform and a frequency. But there are a few big differences. Firstly LFOs only generate waveforms with low frequencies and secondly the output of the LFOs are not in the audio range, they are Instead used for modulating synthesiser parameters. LFOs essentially provide a way to make a synth patch feel more live and give the sound more &#8220;Movement&#8221;.</p>
<div class="wp-caption aligncenter" style="width: 304px"><img src="http://www.reasontutorials.net/resources/SubtractorBasicsLFOs.jpg" alt="Subtractor LFO Section" width="294" height="120" /><p class="wp-caption-text">Subtractor LFO Section</p></div>
<p><strong>LFO 1 Parameters</strong></p>
<p>LFO 1 allows you to select the following waveforms for modulation</p>
<ul>
<li><strong>Triangle:</strong> This is a smooth waveform, suitable for normal vibrato.</li>
<li><strong>Inverted Sawtooth:</strong> This produces a “ramp up” cycle. The LFO sweeps up to a set point, after which the cycle immediately restarts.</li>
<li><strong>Sawtooth:</strong> This produces a “ramp down” cycle, the same as above but inverted.</li>
<li><strong>Square:</strong> This produces cycles that abruptly changes between two values.</li>
<li><strong>Random:</strong> Produces random stepped modulation to the destination. Sometimes called &#8220;Sample &amp; Hold&#8221;.</li>
<li><strong>Soft Random:</strong> As above, but with smooth modulation.</li>
</ul>
<p>Available LFO 1 Destinations:</p>
<ul>
<li><strong>Osc 1&amp;2:</strong> Sets LFO 1 to control the pitch of Osc 1 &amp; 2.</li>
<li><strong>Osc 2:</strong> As above but just for Osc 2.</li>
<li><strong>Filter Freq:</strong> Sets LFO 1 to control the filter frequency of Filter 1.</li>
<li><strong>FM:</strong> Sets LFO 1 to control the FM Amount parameter.</li>
<li><strong>Phase:</strong> Sets LFO 1 to control the Phase Offset parameter for Osc 1 &amp; 2.</li>
<li><strong>Osc Mix:</strong> Sets LFO 1 to control the oscillator mix parameter.</li>
</ul>
<p><strong>Sync:</strong> Clicking this button activates/deactivates LFO synchronisation to song tempo.</p>
<p><strong>Rate:</strong> Controls the LFOs frequency.</p>
<p><strong>Amount:</strong> Determines the degree to which the elected parameter destination will be affected by LFO 1.</p>
<p><strong>LFO 2 Parameters</strong></p>
<p>LFO 2 is slightly different to LFO1 in so far as it is both polyphonic (a separate LFO is created for each key stroke) and it allows the modulation of a slightly different set of parameters. One further difference is that is always uses a sine wave as its modulation source.</p>
<p>Available LFO 2 Destinations:</p>
<ul>
<li><strong>Osc 1&amp;2:</strong> Sets LFO 2 to control the pitch of Osc 1 &amp; 2.</li>
<li><strong>Phase:</strong> Sets LFO 2 to control the Phase Offset parameter for Osc 1 &amp; 2.</li>
<li><strong>Filter Freq 2:</strong> Sets LFO 2 to control the filter frequency of Filter 2.</li>
<li><strong>Amp:</strong> Sets LFO 2 to modulate the overall volume useful for creating tremolo.</li>
</ul>
<p><strong>LFO 2 Delay:</strong> Sets an amount of time before the effects of LFO 2 kick in.</p>
<p><strong>LFO keyboard tracking:</strong> If this is activated, LFO rate will increase the higher up on the keyboard you play.</p>
<p><strong>Rate:</strong> Controls the LFOs frequency.</p>
<p><strong>Amount:</strong> Determines the degree to which the elected parameter destination will be affected by LFO 2.</p>
<p><strong>Velocity Section</strong></p>
<p>The velocity section is quite self explanatory. It is a series of knobs that determine how much the pressure of each key stroke affects a number of different synth parameters.</p>
<div class="wp-caption aligncenter" style="width: 221px"><img src="http://www.reasontutorials.net/resources/SubtractorBasicsVelocity.jpg" alt="Subtractor Velocity Section" width="211" height="70" /><p class="wp-caption-text">Subtractor Velocity Section</p></div>
<p>The various velocity parameters parameters are :</p>
<ul>
<li><strong>Amp:</strong> If a positive value is set, the volume will increase the harder you strike a key. The opposite is true for negative values. If set to 0 velocity has no effect on volume.</li>
<li><strong>FM:</strong> Positive values will increase the FM amount the harder you play. The opposite is true for negative values.</li>
<li><strong>M.Env:</strong> Velocity control for the Mod Envelope Amount parameter.</li>
<li><strong>Phase:</strong> Velocity control for the Phase Offset parameter.</li>
<li><strong>Freq 2:</strong> Velocity control for the Filter 2 Frequency parameter.</li>
<li><strong>F.Env:</strong> Velocity control for the Filter Envelope Amount parameter.</li>
<li><strong>F.Dec:</strong> Velocity control for the Filter Envelope Decay parameter. Positive values will increase the Decay time the harder you play. The opposite is true for negative values.</li>
<li><strong>Osc Mix:</strong> Positive values will increase the Osc 2 Mix amount the harder you play. The opposite is true for negative values.</li>
<li><strong>A.Attack:</strong> Positive values will increase the Attack time the harder you play. The opposite is true for negative values.</li>
</ul>
<p><strong>&#8220;Play&#8221; section</strong></p>
<p>This section allows you to load and save patches and sets various parameters that react to the keyboard pitch and modulation wheels.</p>
<div class="wp-caption aligncenter" style="width: 200px"><img src="http://www.reasontutorials.net/resources/SubtractorBasicsPerformance.jpg" alt="Subtractor Performance Controls Section" width="190" height="239" /><p class="wp-caption-text">Subtractor Performance Controls</p></div>
<p><strong>Load &amp; Save Controls:</strong> These allow for the loading, saving and stepping through of patches for the subtractor. Quite and advantage over many real analogue synths.</p>
<p><strong>Pitch Bend and Modulation Wheels</strong></p>
<p>Pitch Bend is used for “bending” notes on a keyboard much like bending the strings on a guitar. The Mod wheel can be used to apply various other modulations.</p>
<p>Pitch bend range: This determines the range of pitch bend available via the wheel this can be set up to 2 octaves.</p>
<p>Modulation Wheel: This can be set to control a number of different parameters at once.</p>
<p>The available Modulation wheel Parameters are:</p>
<ul>
<li><strong>F. Freq:</strong> Sets the Mod Wheel to control the frequency parameter for Filter 1.</li>
<li><strong>F. Res:</strong> Sets the Mod Wheel to control the resonance parameter for Filter 1.</li>
<li><strong>LFO 1:</strong> Sets the Mod Wheel to control the LFO 1 amount parameter.</li>
<li><strong>Phase:</strong> Sets the Mod Wheel to control the Phase Offset parameter for Osc 1 &amp; 2.</li>
<li><strong>FM:</strong> Sets the Mod Wheel to control the FM Amount parameter.</li>
</ul>
<p>In each case positive amounts increase the amount of modulation when the mod wheel is pushed up and negative amounts have the opposite effect.</p>
<p><strong>Legato:</strong> Legato works best with monophonic sounds. Set Polyphony to 1 and hold down one key and then press another key without releasing the last one. You will notice that the pitch changes but the envelopes do not start again.</p>
<p><strong>Portamento:</strong> This determines the amount of time it takes for “glides” between the notes you play.</p>
<p><strong>Retrig:</strong> The normal setting for polyphonic patches. Each new key press re-triggers the envelopes.</p>
<p><strong>Polyphony:</strong> Determines the maximum number of notes a patch can play at once.</p>
<p><strong>Low Bandwidth:</strong> This button can be used to conserve CPU power by taking the top end resolution off a sound. With modern CPUs this is extremely rarely worth doing.</p>
<p><strong>External Modulation sources:</strong></p>
<p>The Subtractor can accept the following MIDI extra modulation sources</p>
<ul>
<li><span class="bp"><strong>Aftertouch (Channel Pressure)</strong><br />
</span></li>
<li><span class="bp"><strong>Expression Pedal</strong><br />
</span></li>
<li><span class="bp"><strong>Breath Control</strong></span></li>
</ul>
<p>At any time one of these can be assigned to the following modulation destinations</p>
<ul>
<li><strong>F. Freq:</strong> Filter 1 frequency parameter</li>
<li><strong>LFO 1:</strong> LFO 1Amount parameter</li>
<li><strong>Amp:</strong> Overall volume, would allow you to control a patches volume with a foot pedal for example.</li>
<li><strong>FM:</strong> FM Amount parameter</li>
</ul>
<p><strong>Rear Panel </strong></p>
<p>Flipping the Subtractor around reveals a plethora of connection possibilities, most of which are CV/Gate related.</p>
<div class="wp-caption aligncenter" style="width: 565px"><img src="http://www.reasontutorials.net/resources/SubtractorBasicsRear.jpg" alt="Subtractor Rear Panel" width="555" height="220" /><p class="wp-caption-text">Subtractor Rear Panel</p></div>
<p><strong>Audio Output:</strong> This is Subtractors main audio output.</p>
<p><strong>Sequencer Control:</strong> The Sequencer Control CV and Gate inputs allow you to play the Subtractor from another CV/Gate device . The CV input controls the note pitch and the Gate input delivers note on/off/velocity.<br />
<strong> Modulation Inputs:</strong> These inputs can control the following parameters:</p>
<ul>
<li><span class="bp"><strong>Oscillator Pitch (both Osc 1 &amp; 2).</strong><br />
</span></li>
<li><span class="bp"><strong>Oscillator Phase Offset (both Osc 1 &amp; 2).</strong><br />
</span></li>
<li><span class="bp"><strong>FM Amount</strong><br />
</span></li>
<li><span class="bp"><strong>Filter 1 Cutoff</strong><br />
</span></li>
<li><span class="bp"><strong>Filter 1 Res</strong><br />
</span></li>
<li><span class="bp"><strong>Amp Level</strong><br />
</span></li>
<li><span class="bp"><strong>Mod Wheel</strong><br />
</span></li>
</ul>
<p><strong>Modulation Outputs:</strong> These can be used to voltage control other devices, or other parameters in the same Subtractor device. The Modulation Outputs are:</p>
<ul>
<li><span class="bp"><strong>Mod Envelope</strong><br />
</span></li>
<li><span class="bp"><strong>Filter Envelope</strong><br />
</span></li>
<li><span class="bp"><strong>LFO 1</strong><br />
</span></li>
</ul>
<p><strong>Gate Inputs:</strong> These can receive a CV signal to trigger the following envelopes:</p>
<ul>
<li><span class="bp"><strong>Amp Envelope</strong><br />
</span></li>
<li><span class="bp"><strong>Filter Envelope</strong><br />
</span></li>
<li><span class="bp"><strong>Mod Envelope</strong></span></li>
</ul>
<p>Note that connecting to these inputs overrides the normal triggering of the envelopes.</p>
<p><strong>CV Input &#8220;Trim&#8221; Controls:</strong> Another thing to note about all the CV inputs is the &#8220;Trim&#8221; control just to the left of each input. The trim controls allow you to determine the amount by which an external CV source can effect the subtractors internal modulation. The lower the trim control is set the less the effect of any CV input.</p>
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		<title>Mixing Basics Reason Tutorial Part 1 &#8211; EQ</title>
		<link>http://www.reasontutorials.net/2008/09/mixing-basics-reason-tutorial-part-1-eq/</link>
		<comments>http://www.reasontutorials.net/2008/09/mixing-basics-reason-tutorial-part-1-eq/#comments</comments>
		<pubDate>Sat, 06 Sep 2008 10:54:14 +0000</pubDate>
		<dc:creator>AikiGhost</dc:creator>
				<category><![CDATA[Basics]]></category>
		<category><![CDATA[Mixing]]></category>
		<category><![CDATA[EQ]]></category>

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One thing many beginners have problems with in reason is mixing. While mixing is a very deep subject and in fact many entire books have been written on the subject in this article we&#8217;ll attempt to cover the first of the fundamental aspects of mixing, EQ. What devices to use, how to use them and [...]]]></description>
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<p>One thing many beginners have problems with in reason is mixing. While mixing is a very deep subject and in fact many entire books have been written on the subject in this article we&#8217;ll attempt to cover the first of the fundamental aspects of mixing, EQ. What devices to use, how to use them and for what.</p>
<p>First of all in Reason there are 3 different devices used to EQ audio signals, and each one has a slightly different sound. Personally I use the devices in the following ways others methods may vary, the thing about EQ being its a very personal and everyone will have variations on how they do things.</p>
<p><strong>M Class Equalizer</strong> &#8211; I use this for most of my EQ, it can be used for everything from subtle frequency boosts and cuts on single tracks to overall mix EQing. It also gets used a lot to cut the below 30Hz rumble from individual tracks. Sometimes the very low frequencies in a track cannot be heard but can be felt and can in actuality force a track to be quieter as you need to move the fader down to avoid distortion /clipping on the track.</p>
<div class="wp-caption aligncenter" style="width: 489px"><img src="http://www.reasontutorials.net/resources/Mixing1EQMClassEQ01.jpg " alt="MClass EQ" width="479" height="86" /><p class="wp-caption-text">MClass EQ</p></div>
<p><strong>PEQ-2  2 band Parametric EQ</strong> &#8211; Although this has been superseded by the M Class Equaliser I still think it has its uses, I feel it has a slightly different sound and &#8220;feel&#8221; to the M Class. I tend to use this for less subtle EQing and for &#8220;effect like&#8221; EQing, I also use it to do automated EQ to bring out individual sounds for small sections of a mix.</p>
<div class="wp-caption aligncenter" style="width: 388px"><img src="http://www.reasontutorials.net/resources/Mixing1EQPEQ2EQ01.jpg" alt="PEQ2 Parametric EQ" width="378" height="68" /><p class="wp-caption-text">PEQ2 Parametric EQ</p></div>
<p>Finally the <strong>Reason Mixer EQ</strong> &#8211; These are pretty much unsubtle &#8220;Tone Controls&#8221; much like you would see on a stereo amplifier, the mixer EQ is not frequency or Q adjustable and so is really only for fairly brutal or &#8220;Quick and Dirty&#8221; sound sculpting. In general I would steer clear of using it in mixing as its pretty much impossible to use it for proper EQing. Lets hope this is changed in new versions of reason.</p>
<div class="wp-caption aligncenter" style="width: 265px"><img src="http://www.reasontutorials.net/resources/Mixing1EQMixerEQ01.jpg" alt="Reason Mixer EQ" width="255" height="96" /><p class="wp-caption-text">Reason Mixer EQ</p></div>
<p>Ok so what is the purpose of EQ in mixing? Well ask 10 producers and you&#8217;ll get 10 different answers. The explanation I like best is &#8220;EQ is a way of sculpting sounds so they play nicely with each other in a mix&#8221;.</p>
<p>Many beginners with mixing think &#8220;I want this sound to be massively bassy and loud, Ill boost the low frequencies as much as I can!&#8221;. Unfortunately the world is not that simple, all you end up with is a muddy messy bass end that over powers other sounds in the mix and in actuality probably ends up making the track sound quieter as you have to lower it in the mix to get it to work.</p>
<p>No, to do effective EQing we have to look at where each instrument fits into the mix and EQ accordingly. Sometimes in fact you may find you will have to cut &#8220;Feature frequencies&#8221; of a sound in order to get it to sit with another part of your mix. I know this may sound overwhelming and perhaps a little counter intuitive but don&#8217;t worry about it, like I said EQ is an art form and it takes time to develop the sound you want.</p>
<p>One of the most useful things I&#8217;ve ever been told about EQ is &#8220;In mixing you should spend more time cutting frequencies when you EQ than you should boosting them&#8221;, this is solid practical advice and will definitely help improve your mixes no end. EQing out frequencies that clash with other instruments will help you fit things into the mix in a tighter way and will also help your mix feel louder and more powerful over all.</p>
<p><strong>Practicalities &#8211; What frequencies do what?</strong></p>
<p><strong>General:</strong><br />
20 Hz and below &#8211; impossible to detect, remove as it only adds unnecessary energy to the total sound, thereby most probably holding down the overall volume of the track</p>
<p>60 Hz and below &#8211; sub bass (feel only)</p>
<p>80(-100) Hz &#8211; feel AND hear bass</p>
<p>100-120 Hz &#8211; the &#8220;club sound system punch&#8221; resides here</p>
<p>200 Hz and below &#8211; bottom</p>
<p>250 Hz &#8211; notch filter here can add thump to a kick drum</p>
<p>150-400 Hz &#8211; boxiness</p>
<p>200 Hz-1.5 KHz &#8211; punch, fatness, impact</p>
<p>800 Hz-4 KHz &#8211; edge, clarity, harshness, defines timbre</p>
<p>4500 Hz &#8211; exteremly tiring to the ears, add a slight notch here</p>
<p>5-7 KHz &#8211; de-essing is done here</p>
<p>4-9 KHz &#8211; brightness, presence, definition, sibilance, high frequency distortion</p>
<p>6-15 KHz &#8211; air and presence</p>
<p>9-15 KHz &#8211; adding will give sparkle, shimmer, bring out details &#8211; cutting will smooth out harshness and darken the mix</p>
<p><strong>EQ Reference: Frequencies</strong></p>
<p><strong>50Hz</strong><br />
Boost: To thicken up bass drums and sub-bass parts.<br />
Cut: Below this frequency on all vocal tracks. This should reduce the effect of any microphone &#8216;pops&#8217;.</p>
<p><strong>70-100Hz</strong><br />
Boost: For bass lines and bass drums.<br />
Cut: For vocals.</p>
<p>General: Be wary of boosting the bass of too many tracks. Low frequency sounds are particularly vulnerable to phase cancellation between sounds of similar frequency. This can result in a net &#8216;cut of the bass frequencies.</p>
<p><strong>200-400Hz</strong><br />
Boost: To add warmth to vocals or to thicken a guitar sound.<br />
Cut: To bring more clarity to vocals or to thin cymbals and higher frequency percussion.<br />
Boost or Cut: to control the &#8216;woody&#8217; sound of a snare.</p>
<p><strong>400-800Hz</strong><br />
Boost: To add warmth to toms.<br />
Boost or Cut: To control bass clarity, or to thicken or thin guitar sounds.<br />
General: In can be worthwhile applying cut to some of the instruments in the mix to bring more clarity to the bass within the overall mix.</p>
<p><strong>800Hz-1KHz</strong><br />
Boost: To thicken vocal tracks. At 1 KHz apply boost to add a knock to a bass drum.</p>
<p><strong>1-3KHz</strong><br />
Boost: To make a piano more aggressive. Applying boost between 1KHz and 5KHz will also make guitars and basslines more cutting.<br />
Cut: Apply cut between 2 KHz and 3KHz to smooth a harsh sounding vocal part.<br />
General: This frequency range is often used to make instruments stand out in a mix.</p>
<p><strong>3-6KHz</strong><br />
Boost: For a more &#8216;plucked&#8217; sounding bass part. Apply boost at around 6KHz to add some definition to vocal parts and distorted guitars.<br />
Cut: Apply cut at about 3KHz to remove the hard edge of piercing vocals. Apply cut between 5KHZ and 6KHz to dull down some parts in a mix.</p>
<p><strong>6-10KHz</strong><br />
Boost: To sweeten vocals. The higher the frequency you boost the more &#8216;airy/breathy&#8217; the result will be. Also boost to add definition to the sound of acoustic guitars or to add edge to synth sounds or strings or to enhance the sound of a variety of percussion sounds. For example boost this range to:<br />
Bring out cymbals. Add ring to a snare. Add edge to a bass drum.</p>
<p><strong>10-16KHz</strong><br />
Boost: To make vocals more &#8216;airy&#8217; or for crisp cymbals and percussion. Also boost this frequency to add sparkle to pads, but only if the frequency is present in the original sound, otherwise you will just be adding hiss to the recording.</p>
<p><strong>Individual Instruments, what frequencies do what.</strong></p>
<p><strong>Kicks:</strong><br />
60Hz with a Q of 1.4 &#8212; Add fullness to kicks.</p>
<p>5Khz with a Q of 2.8 &#8212; Adds attack to Kicks</p>
<p>bottom (60 &#8211; 80 Hz),</p>
<p>slap (4 kHz)</p>
<p>EQ &#8211; Cut below 80Hz to remove rumble<br />
Boost between 80 -125 Hz for bass<br />
Boost between 3 &#8211; 5kHz to get the slap</p>
<p>Processing &#8211; Compression 4:1/6:1 slow attack med release.</p>
<p>Reverb:Tight room reverb (0.1-0.2ms)</p>
<p><strong>Snares:</strong></p>
<p>200Hz &#8211; 250Hz with a Q of 1.4 &#8212; Adds wood to snares</p>
<p>3Khz with a Q of 1.4 &#8212; Adds attack to snare.</p>
<p>7Khz with a Q of 2.8 &#8212; Adds Sharpness to snares and percussion</p>
<p>fatness at 120-240Hz</p>
<p>boing at 400Hz</p>
<p>crispness at 5kHz</p>
<p>snap at 10kHz</p>
<p>fatness (240 Hz), crispness (5 kHz)</p>
<p>EQ &#8211; Boost above 2kHz for that crisp edge<br />
Cut at 1kHz to get rid of the sharp peak<br />
Boost at 125Hz for a full snare sound<br />
Cut at 80Hz to remove rumble</p>
<p>Processing &#8211; Compression 4:1 slow attack med release.<br />
Reverb: Tight room reverb (0.1-0.2ms)</p>
<p><strong>Vocals</strong></p>
<p>Fullness at 120 Hz, boominess at 200 &#8211; 240 Hz, presence at 5 kHz, sibilance at 7.5 &#8211; 10 kHz</p>
<p>General: Roll off below 60Hz using a High Pass Filter. This range is unlikely to contain anything useful, so you may as well reduce the noise the track contributes to the mix.</p>
<p>Treat Harsh Vocals: To soften vocals apply cut in a narrow bandwidth somewhere in the 2.5KHz to 4KHz range.</p>
<p>Get An Open Sound: Apply a gentle boost above 6KHz using a shelving filter.</p>
<p>Get Brightness, Not Harshness: Apply a gentle boost using a wide-band Bandpass Filter above 6KHz. Use the Sweep control to sweep the frequencies to get it right.</p>
<p>Get Smoothness: Apply some cut in a narrow band in the 1KHz to 2KHz range.</p>
<p>Bring Out The Bass: Apply some boost in a reasonably narrow band somewhere in the 200Hz to 600Hz range.</p>
<p>Radio Vocal Effect: Apply some cut at the High Frequencies, lots of boost about 1.5KHz and lots of cut below 700Hz.</p>
<p>Telephone Effect: Apply lots of compression pre EQ, and a little analogue distortion by turning up the input gain. Apply some cut at the High Frequencies, lots of boost about 1.5KHz and lots of cut below 700Hz.</p>
<p><strong>Hats:</strong><br />
10Khz with a Q of 1.0 &#8212; Adds brightness to hats and cymbals</p>
<p>Hi Hat &amp; Cymbals: sizzle (7.5 &#8211; 10 kHz), clank (200 Hz)</p>
<p>EQ &#8211; Boost above 5kHz for sharp sparkle</p>
<p>Cut at 1kHz to remove jangling</p>
<p>Processing &#8211; Compression use high ratio for high energy feel<br />
Reverb: Looser than Bass n Snare allow the hats and especially the Rides to ring a little<br />
Get Definition: Roll off everything below 600Hz using a High Pass Filter.<br />
Get Sizzle: Apply boost at 10KHz using a Band Pass Filter. Adjust the bandwidth to get the sound right.<br />
Treat Clangy Hats: Apply some cut between 1KHz and 4KHz.<br />
Hi hats/cymbals &#8211; clank or gong sound at 200 Hz, shimmer at 7.5 kHz &#8211; 12 kHz</p>
<p><strong>Toms:</strong></p>
<p>Toms &#8211; attack (5 kHz), fullness (120 &#8211; 240 Hz)</p>
<p>rack toms &#8211; fullness at 240 Hz, attack at 5 kHz</p>
<p>floor toms &#8211; fullness at 80 &#8211; 120 Hz, attack at 5 kHz</p>
<p><strong>Percussion:</strong></p>
<p>conga/bongo &#8211; resonance at 200 &#8211; 240 Hz, slap at 5 kHz</p>
<p><strong>Guitar:</strong><br />
Treat Unclear Vocals: Apply some cut to the guitar between 1KHz and 5KHz to bring the vocals to the front of the mix.<br />
General: Apply a little boost between 100Hz and 250Hz and again between 10KHz and 12KHz.</p>
<p>fullness (240 Hz), bite (2.5 kHz), air / sizzle (8 kHz)</p>
<p><strong>Acoustic Guitar:</strong></p>
<p>Add Sparkle: Try some gentle boost at 10KHz using a Band Pass Filter with a medium bandwidth.</p>
<p>General: Try applying some mid-range cut to the rhythm section to make vocals and other instruments more clearly heard.</p>
<p>harshness / bite (2 kHz), boominess (120 &#8211; 200 Hz), cut (7 &#8211; 10 kHz)</p>
<p><strong>Bass Guitar:</strong></p>
<p>bottom (60 &#8211; 80 Hz), attack (700 &#8211; 1000 Hz), string noise (2.5 kHz)</p>
<p><strong>Horns</strong></p>
<p>fullness at 120 &#8211; 240 Hz, shrill at 5 &#8211; 7.5 kHz</p>
<p><strong>Strings</strong></p>
<p>fullness at 240 Hz, scratchiness at 7.5 &#8211; 10 kHz</p>
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		<title>Device Automation Reason Tutorial</title>
		<link>http://www.reasontutorials.net/2008/09/device-automation-reason-tutorial/</link>
		<comments>http://www.reasontutorials.net/2008/09/device-automation-reason-tutorial/#comments</comments>
		<pubDate>Mon, 01 Sep 2008 11:35:45 +0000</pubDate>
		<dc:creator>AikiGhost</dc:creator>
				<category><![CDATA[Basics]]></category>
		<category><![CDATA[Sequencer]]></category>

		<guid isPermaLink="false">http://www.reasontutorials.net/?p=51</guid>
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Here is the first reason tutorial that covers one of the very basic things that I always get surprised people are always asking about on various reason boards, how to record and edit device automation and specifically in this case how to record and edit effect device automation.
The first thing you have to understand is [...]]]></description>
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<p>Here is the first reason tutorial that covers one of the very basic things that I always get surprised people are always asking about on various reason boards, how to record and edit device automation and specifically in this case how to record and edit effect device automation.</p>
<p>The first thing you have to understand is that if you are going to record automation for a device in reason then it must have a track to send the automation to. Most sound creation devices (EG: NN-XT, Subtractor, etc) automatically have a new track created and assigned to them when they are first created. This is not the case with effects devices such as the RV-7000 or the Scream 4.</p>
<p>With effects devices first right click on the rack and create the device then right click on whichever knob or button you wish to automate on the device itself and you should see one of the options available is &#8220;Edit Automation&#8221;.  Click on this and a new track that will store automation will appear for the device. You should also notice that the knob being automated now has a green box around it to indicate that it is now assigned to an automation track.</p>
<p><img class="aligncenter" title="DeviceAutomationInReasonTutorial01.jpg " src="http://www.reasontutorials.net/resources/DeviceAutomationInReasonTutorial01.jpg " alt="" width="476" height="235" /></p>
<p>Now to the recording of the automation. First click on the &#8220;record&#8221; button in the transport controls section, the sequencer should start to record as you would expect. Now start to twiddle the knob you have decided to record automation for and hey presto you will see a new clip box begin to appear in the sequencer track, this clip is where the automation is being stored. Once you have finished recording your automation simply press the stop button on the transport control (or alternately press the space bar).</p>
<p><img class="aligncenter" title="DeviceAutomationInReasonTutorial02.jpg " src="http://www.reasontutorials.net/resources/DeviceAutomationInReasonTutorial02.jpg " alt="" width="508" height="412" /></p>
<p>Finally we can edit our recorded automation with the sequencer editing tools. Sometimes you will wish to make minor adjustments to your automation or perhaps even write the automation completely by hand. In this case you need to double click on the automation clip you have recorded.</p>
<p>Once inside the clip you will see a number of points in the clip. Any of these points can be moved using the selection Tool (The arrow), deleted using the eraser tool or new points can be drawn using the pencil tool.</p>
<p><img class="aligncenter" title="DeviceAutomationInReasonTutorial03.jpg " src="http://www.reasontutorials.net/resources/DeviceAutomationInReasonTutorial03.jpg " alt="" width="472" height="355" /></p>
<p>You can now watch your devices knob move in prefect synchronization with your automation clip during playback.</p>
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