![]() ![]() And bending all notes before an Instrument Layer means each layer will receive an identical pitch curve. Every note has the same relative starting point, so this is like an alternative version of glide or portamento. Bend bends every incoming note from a different starting pitch to the pitch that was played.But you could also think of this as a musical speed limiter, so try putting it at the end of a busy note stream to calm things down. And with the bonus “Stride” parameter, you can define how many notes are played at a time, in case you want to try more than one. Sequences can even be defined, with up to four steps for alternating between strumming up (lowest note to highest note) or down. Like the Arpeggiator, Strum is a device that collects all played notes and then pushes them out one at a time. Strum fragments your chords, playing them one (or more) note at a time.And while randomizing “Pitch” might seem of limited use, setting it to “Quantized” pitches would give you a drum groove whose notes occasionally shift from snare to tom, and so on. Or variety added to each notes “Timbre” or “Pressure,” particularly for MPE control sources (or compatible plug-ins). Since Bitwig's audio engine does ‘true polyphony,’ this could mean randomness on the “Pan” position of each note. Randomize adds chaos to any note expression, including pitch.And don’t miss the “Shortest Bounce” parameter, for either removing or enhancing the ‘zipper’ effect when notes get too close to the floor. And the heavier the “Damping,” the shorter each bounce becomes. The main parameter is “Damping,” which when all the way down means bounces stay the same length forever - another kind of note repeat. It bounces each note, relative to the velocity of the incoming note. Dribble bounces notes, until gravity wins.And in addition to various physical parameters, “Spatialization” uses each ball’s position to effect that note’s panning (↔︎) and timbre (↕︎) expressions. When balls bounce off the walls - or hit each other - a new note is triggered at that velocity. Do you want to play a game? Imagine each note is a ball, fired off into a room. Ricochet treats notes as balls that bounce and collide.This could mean letting notes that are slightly late thru to preserve some humanity, or to open the threshold pretty wide and create wholly new rhythms. But this obvious utility opens a world of other possibilities with its “Forgiveness” parameter. Quantize holds notes until the next beat, with optional “Forgiveness.” Where Humanize can add timing variation to incoming notes, Quantize tightens the rope and groups notes at the next beat grid interval.So this is equally appropriate for giving a little slush to each note of a chord, or for automating the “Chance” of notes flying out of an Arpeggiator, and more. It does this by loosening their velocity, their timing, and even their chance of occurring. ![]()
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