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MP Patch Examples Ep #4 – Random Grooves

Video Tags: Abstract Data Octocontroller, ALM, Audio Damage, Hexinverter, modular podcast, mutant machine, neuron, patch example, Random, random grooves, source of uncertainty

https://youtu.be/XzXFb9QKjwc

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Enjoy these patch examples on ‘Random’ the topic for episode 4 of ‘Modular Podcast’. Check out any patch notes below, fire away with questions and we’d be happy to answer. As always we’re up for feedback, suggestions and user participation with the show so check the links above to get in touch.

PATCH NOTES

SOUNDS IN ORDER OF APPEARANCE

Low FM Tom – Audio Damage – Neuron
High Glitch Tom – HexInverter – Mutant Machine
Clocked Noise – ALM – Dinky’s Taiko
Kick – HexInverter – Mutant Bassdrum
Clap – HexInverter – Mutant Clap
Hi Hats – HexInverter – Mutant Hihats

RHYTHM SEQUENCING

The Abstract Data Octocontroller controls the kick, clap and hi hats (both closed and open) with steady trigger rhythms. 3 Sample and Hold Gate outputs set to 16th notes are used and locked to their rhythms as the Octocontroller can lock and loop the last bar of information with the S&H Gates.

STRUCTURE

The 3 percussion sounds used for Random Gates later are introduced one by one so you can familiarise yourself with the patterns.

Once the kick and clap are in the S&H Gates are unlocked / unlooped. Allowing them to change randomly to trigger on any 16th note pulse.

The Kick is faded out then the clap, then two of the percussion fades down too.

Leaving only one percussion sound randomly triggering I wait and then lock that loop. Once it’s established itself a second percussion sound enters. That second sound is then locked/loop and left so you can familiarise yourself with the rhythm. The third and final percussion sound is brought in (again random) and then locked/looped so we have the 3 percussion lines all playing new rhythms.

With the 3 percussion loops left to be random, then locked again and brought together the clap is introduced, then the hi hats and finally the kick.

A simple low pass filter sweep and volume automation curve were added to fade out. SOUNDS IN ORDER OF APPEARANCE

Low FM Tom – Audio Damage – Neuron
High Glitch Tom – HexInverter – Mutant Machine
Clocked Noise – ALM – Dinky’s Taiko
Kick – HexInverter – Mutant Bassdrum
Clap – HexInverter – Mutant Clap
Hi Hats – HexInverter – Mutant Hihats

RHYTHM SEQUENCING

The Abstract Data Octocontroller controls the kick, clap and hi hats (both closed and open) with steady trigger rhythms. 3 Sample and Hold Gate outputs set to 16th notes are used and locked to their rhythms as the Octocontroller can lock and loop the last bar of information with the S&H Gates.

STRUCTURE

The 3 percussion sounds used for Random Gates later are introduced one by one so you can familiarise yourself with the patterns.

Once the kick and clap are in the S&H Gates are unlocked / unlooped. Allowing them to change randomly to trigger on any 16th note pulse.

The Kick is faded out then the clap, then two of the percussion fades down too.

Leaving only one percussion sound randomly triggering I wait and then lock that loop. Once it’s established itself a second percussion sound enters. That second sound is then locked/loop and left so you can familiarise yourself with the rhythm. The third and final percussion sound is brought in (again random) and then locked/looped so we have the 3 percussion lines all playing new rhythms.

With the 3 percussion loops left to be random, then locked again and brought together the clap is introduced, then the hi hats and finally the kick.

A simple low pass filter sweep and volume automation curve were added to fade out.

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