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The Making of: Dropp


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  On 7/14/2015 at 5:32 PM, IOS said:

The 2d.wave~ splits a wavefile into n slices.

 

The y-axis controls which slice is played.

 

If you had a 4/4 drum loop and split it into 4 sections, then 1 slice = 1 beat:

Setting the y-axis between 0.00 - 0.25 would play the 1st beat (1st slice)

Setting the y-axis between 0.25 - 0.50 would play the 2nd beat (2nd slice) etc

 

Forgot to reply to this. Thanks for the explanation!

  On 7/18/2015 at 12:32 AM, misc said:

 

  On 7/14/2015 at 5:32 PM, IOS said:

The 2d.wave~ splits a wavefile into n slices.

 

The y-axis controls which slice is played.

 

If you had a 4/4 drum loop and split it into 4 sections, then 1 slice = 1 beat:

Setting the y-axis between 0.00 - 0.25 would play the 1st beat (1st slice)

Setting the y-axis between 0.25 - 0.50 would play the 2nd beat (2nd slice) etc

 

Forgot to reply to this. Thanks for the explanation!

 

I forgot to reply to that as well. I tried it out with a simple metro and RNG and it sounded pretty interesting. Lots of possibilities to be explored there.

 

  On 7/14/2015 at 8:32 PM, IOS said:

Notice how every now and then, the swirling and wooshing noise sort of stops abruptly, and the noise becomes much more iterative and percussive, whilst also slowing down; you can hear this at 0:47, 0:59 etc. Once again, that sort of sound and manipulation doesn't make me think of FM.

I assumed that was caused by some sort of LFO that was on the sound. Now that you mention it, it actually does sound like a pattern that's being hacked up and replayed by a 2d.wave~. Maybe they even have sah~ objects driving the parameters of the 2d.wave~. Fuck, this is getting me excited.

Edited by drillkicker
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