Etch Red Patch Pack

In my fervent attempt to learn every single Rack Extension in the known universe, I stumbled upon Etch Red. And then I started creating, and just kept going and going and going. You see, this is part of the fun of the Rack Extensions. I’m starting to learn it’s not always about pitting the default Reason software against a particular Rack Extension. It’s just as important that a Rack Extension motivates you to create more. To that end, Etch Red was a seriously fun creative tool that allowed me to experiment on a large scale. So I thought I would share some of these experimentations with you.

Reason101 Etch Red Patch Pack.In my fervent attempt to learn every single Rack Extension in the known universe, I stumbled upon Etch Red. And then I started creating, and just kept going and going and going. You see, this is part of the fun of the Rack Extensions. I’m starting to learn it’s not always about pitting the default Reason software against a particular Rack Extension. It’s just as important that a Rack Extension motivates you to create more. To that end, Etch Red was a seriously fun creative tool that allowed me to experiment on a large scale. So I thought I would share some of these experimentations with you.

You can download the patches here: Etch Red Patch Pack. There are 20 patches included: 8 Combinators (4 Instruments and 4 Effect devices), along with 12 Etch Red device patches. In order to use them, you will need Reason 6.5+ and the Etch Red Rack Extension.

I hope you enjoy the patches. And if you do, please consider donating here: [paypal-donation]

Now a little bit about the patch pack. There are two sections:

  1. Combinators — There are 4 instrument patches and 4 effect devices, all of which make use of Etch Red.
  2. Etch Red Device Patches — Since Etch Red can save it’s own patches, I’ve included 12 .repatch files as well.

Here is a brief description of each patch you’ll find inside this pack:

FX Combinators

  • Drive LP FX.cmb

This patch Combines the various drive modes of Etch Red and pairs them with a Low Pass Filter. Use Rotary 1 for the Drive amount, and Rotary 2 to switch between the seven drive modes.  Rotary 3 and 4 allow you to shape the LP filter (Frequency and Resonance). You can turn the drive or filter on or off using the first two buttons. And even apply some Drive modulation using button 3. Lastly, you can Pan the Filter using button 4.

  • Dual Auto-Panner FX.cmb

As it says in the name, this Combinator offers up some dual panning. It uses the two Etch Red LFOs in order to Pan the audio signal. In this way, you can create complex panning effects. The Rotaries control the depth (gain) and Rate of both Pans. You can also change between two different wave types (square and sine) for both Pans using Button 1 and 2. And if you like, you can turn off the second pan altogether using Button 3. Lastly, you can sync or un-sync Pan 1.

  • Hi – Lo Filter Splits (BP).cmb

This Combinator splits out the audio signal into the High and Low Frequencies. The fun comes in the fact that you can apply a different Bandpass filter to these two different Frequency splits independently. Use Rotary 1 to determine the crossover frequency, and then use Rotary 2 and 3 to set the Frequency for the High and Low Bandpass filters. There’s also a few other modulations and a HP filter that you can apply to both the High and Low Frequency streams, as well as some FM application if you like (on Rotary 4).

  • Tremolo & Vibrato FX.cmb

Tremolo affects the level of the audio signal (volume wobble), and Vibrato affects the Filter variance (Filter wobble). Using the Combinator Rotaries and buttons, you can control both in a variety of ways. You can adjust their Level, Rate, and what wave shape is used for the wobbling.

Instrument Combinators

  • Dubstep Bass C.cmb

As the name suggests, this is a Dubstep Bass experiment. You can adjust Filter Frequency, Drive, FM, and Wobble Glide using the rotaries, as well as some other adjustments using the buttons. Hint: If you don’t like the wobble pattern, open up the Combinator, and change the Thor step sequencer Velocity and Step Count. The velocity controls the Rate of the LFO in Etch Red, and therefore the type of Wobble you hear.

  • Easy Etch Synth Pad Hybrid.cmb

This is a nice hybrid between a polyphonic synth and pad instrument. Use Rotary 3 to smoothly transition between a Synth (fully left) and a Pad (fully right). Frequency and Resonance are on Rotaries 1 & 2. And you can control the level of the Sub Oscillator on Rotary 3. Button 1 and Button 2 control various Modulations applied to the Filter Frequency and FM, respectively. And try out the Pad Wrapper on button 3, which adds a nice shaper modulation to the sound.

  • Hooveretch.cmb

Where Etch Red meets a Hoover style sound. There’s even a Thor Step Sequencer thrown in for an Arpeggiated rhythm. Probably one of my favorite sounds of the bunch. You can control the Filter Frequencies using the first two Rotaries, and the level of the Sub Oscillator on Rotary 3. You can also use Rotary 4 to detune the main two Oscillators. Add in some Delay, FM, and Shaper, and you have yourself a really nice rich Bass.

  • Memory Pad

Another Pad, I think this one has a nice upbeat sound, yet still floats in the background. It’s more Rhythmic in nature, but you can dampen that if you like by turning down the “Flicker” rotary (Rotary 3) and turning switching to the alternate Wave type (Turn button 1 On).

Etch Red Device Patches

  • Basic Auto-Panner.repatch

The name is pretty self-explanatory. This is a patch that allows you to pan any audio signal.

  • Comb Phreak.repatch

Difficult to explain. Baiscally uses a Comb along with some drive to create a pretty wild little sound. Great for a sci-fi effect.

  • Deep Basso.repatch

Try this one out on your Bass sounds. It tends to raise the level and spreads out the Bass sound a little for you.

  • Dueling Filter Sweeps.repatch

This one is a double-sweep using two slow LFOs. Try to use this on a sound with a long ADSR time, like a Pad. That way you really get a chance to hear the sweep.

  • Ghost Pad.repatch

This is one of my favorites, and is great for smooth Pads and textures. It creates almost a feedback echo on your sound, but it’s a slow sweeping echo. So give it some musical room to breathe. Long held notes for this one.

  • Grunge Guitar.repatch

How could I do an Etch Red Patch Pack without a great distorted effect for Guitar. Nuff said.

  • Kick Variable Enhancer.repatch

Use this on your Kicks. It adds both punch and enough variation in the Filtering / Resonance so that it doesn’t become static. Instead your Kick drum will display a little variation each time it’s played.

  • LFO Grind Drive Distort.repatch

Another wacky and heavily distorted sound. There’s a lot of vibration and drive in this one. Try it with a bass or synth sound. Or even a texture or drone sound.

  • Simple Tremolo.repatch

This is a simplified version of Tremolo, and shows you how you can wobble the level of any audio source.

  • Panned Combs.repatch

A very simple patch that takes the audio coming into Etch Red and sends it through two Comb filters in parallel. Then the signal is panned left and right.

  • Snare Variable Dual Filter.repatch

Like the Kick Variable patch, except this one was built for snares.

  • Whacky Comb.repatch

Something a little more “out there” using a Comb filter. Try it out for some weird glitchiness.


So that’s what you’ll find included in the free Etch Red Patch Pack. Let me know what you think. Now I have to go wrap my head around Peff’s excellent Directre Rack Extension. Deep! Until next time, I hope some of what I do inspires you. All my best.

Basic Subtractor Patch Pack

Most people that have used Reason since version 1.0 might already be very familiar with the Subtractor. It was the first synth in Reason, and at the time, was the only synth in Reason. However, if you are just coming into Reason right now (version 6.5), you may not have ever used the Subtractor. Or maybe you haven’t touched it in a very long time. So this article will present some of the basic building blocks of Subtractor sounds. Use these 25 patches as starting points for your own creations, or use them as is. What I tried to do here is show some of the capabilities of the Subtractor synth via example patches. There’s no CV, no Combinators. Just straight single Subtractor sounds. As well as some tips for working with this — still amazing — synth.

Basic Subtractor Patch PackMost people that have used Reason since version 1.0 might already be very familiar with the Subtractor. It was the first synth in Reason, and at the time, was the only synth in Reason. However, if you are just coming into Reason right now (version 6.5), you may not have ever used the Subtractor. Or maybe you haven’t touched it in a very long time. So this article will present some of the basic building blocks of Subtractor sounds. Use these 25 patches as starting points for your own creations, or use them as is. What I tried to do here is show some of the capabilities of the Subtractor synth via example patches. There’s no CV, no Combinators. Just straight single Subtractor sounds. As well as some tips for working with this — still amazing — synth.

You can download the patch pack here: Basic-Subtractor. It contains 25 Subtractor patches that are used as examples to show how various basic sounds are generated with the device. Use these as they are, or use them as springboards for your own designs.

So try out the patches, and if you like them please consider donating: [paypal-donation]

The Subtractor is a very straightforward 2-Oscillator synth that is based on subtractive synthesis. It’s modelled to react in the same way an Analogue synthesizer would, even though it’s a digital recreation of one. Its subtractive synthesis engine means that the Oscillators make up the tones, and these tones can be shaped and whittled down between each other, and with mixing and filtering to remove or subtract parts of the sound for a final outcome. Creating sounds is like covering up an entire canvas with a coat of black , and then painting by removing those black areas to reveal the painting underneath. Or rather, painting using the negative space, as opposed to the positive space. This is the basic idea that forms the wealth of sounds you can gleen from the device.

The following shows the Subtractor device, with the “Init Patch” loaded. The Init Patch is used as a starting point for building sounds. Note that the Init Patch does not start at ground zero, and instead is an actual patch that generates an actual sound. I find that in some circumstances you may want to start at ground zero. In this case, you can set all the sliders and knobs to their zero or center position and save the patch. This way, you can always load your new “Init Patch” anytime you like. I’m sure only the die hard sound creation gurus will go to this trouble, but if you are new to any synth, it’s always better to learn from the bottom up, than to have half a sound already generated for you. But that’s just my own opinion.

The Subtractor Synth Device
The Subtractor Synth Device. When the device is “Reset” from the context menu, the initialized patch is entered. This is used as a starting point from which you can build your sounds.

The Patches

Following are the various patch examples you will find within the patch pack, along with a brief description and key features of each. The idea behind these patches are to show you the versatility of the synth, and show some of the types of sounds it can produce. Of course, there are many more kinds of sounds. An oboe, bassoon, an ambulance siren, and the list can go on. I encourage you to try your own. But hopefully these can get you started and give you some ideas of how to work with the Subtractor.

  • Bass Example
  • Bass Wobble Example
  • TB303 Example 01
  • TB303 Example 02

These patches are probably the type of sound that is most commonly associated with the Subtractor: Bass. Octave separation between the two oscillators is key here, along with the right kind of filtering and amp envelope.

  • ChipTune Example

This type of sound is one that you’d find on any video game console from the ’80’s. The key to this kind of sound is use of the LFO set to square wave and modifying Oscillator Pitch. This creates the arp feel of the patch. In addition, the Band Pass Filter and setting the envelopes to a full decay and all other envelope parameters to zero gives the sound a minimal 8-bit feel. If you wanted to, you could use the Noise generator to add a little distortion to the sound. But it’s usually better to add a Scream FX unit set to “Digital” damage mode in order to recreate some “crunch” to the sound. Be sure to also keep the Oscillator waves simple as well. Remember, you’re trying to recreate very basic technology here.

  • Filter Sweep Example

This shows you how the Filter Envelope can be used to sweep the filter in your sounds.

  • Flute Example
  • Horn Example

These two patches show you how you can create some wind instruments. One of the keys to recreating these types of sounds is using the sawtooth oscillator and proper filtering. A little modulation helps as well. Generally, I find wind instruments use either Sawtooth or Sine waves, and benefit from a HP filter in Filter 1 and a then the Low Pass filter 2. Some tweaking with the envelopes and a little modulation affecting the pitch to give it a jump in pitch at the beginning can recreate the “blowing” sound that starts at the beginning of these sounds. As with everything in patch design, the devil is in the details.

  • FM Texture Example

Shows how using FM can give a whole new perspective to your sound, and can often generate interesting textures. FM, as well as Ring Mod can make the sound very unnatural, distorted, or even metallic. See the next “Glockenspiel” patch.

  • Glockenspiel Example

This is an example of a glock — or bell-like sound. The use of the Ring Mod feature is what really makes the sound here. The example presented is tonal, because the Oscillators are set one octave apart. But you can get some really interesting atonal bell sounds by separating the Octave in weird degrees (for example, try separating them by 6 or 9 semitones, or play around with odd “Cent” differences).

  • Guitar Example

Guitars are difficult — probably the most difficult — to reproduce. But if you can reproduce a piano sound with a synth, you can take an extra leap to try a Guitar sound as well. The two actually share some similar concepts I think. And while the Subtactor isn’t perfect for guitars, they are still do-able. I found that using Wave 15 in Oscillator 1 paired with a sawtooth provided the raw tones. Then a Bandpass filter 1 going to the Low Pass filter 2 seemed to work out well. I then set the Filter and Amp envelopes to similar values, with medium Decay and Release on both. Keep the Attack at zero to give that initial hard attack. The sustain is tricky, and you can leave it out if you want, or add just a little bit to keep the sound going. That’s your call. The other key to this sound is adding a little FM for a metallic sound. Then turn the Mix knob all the way left so that you’re only hearing the FM Carrier (Oscillator 1). That’s the basis for a typical Subtractor Guitar sound. But play around to see what type of sounds you can build from this technique.

  • Hi Hat Example
  • Kick Drum Example
  • Snare Drum Example
  • Tom Tom Example

These are some Drum examples. While all the drums are different and Subtractor is capable of producing a wide variety of drum sounds, there are some common characteristics. For example, most drum sounds don’t have any Sustain, and also have extremely short Attack — usually set to zero. There is minimal Decay and Release as well. So set up the Amp envelope with this in mind. In addition, your drums may or may not require pitching up or down, so you can disable the keyboard tracking for the Oscillators. Then use the Oscillator tuning to get them to sound accurate (usually in the lower register). This way, the drum will sound at the same pitch no matter where you play it on the keyboard. However, this may or may not be what you want.

Filtering is also important for drums. Generally, Bass, Snare, and Tom drums use Low Pass filtering. While Hi Hats, Crashes, Cymbals, and the like use Hi Pass filtering. The Noise generator can be very helpful here as well. For low Bass Drums, be sure to turn the Color knob closer or all the way left. This brings the register of the noise downward. For more of a biting drum, like a Snare, turn the Color knob closer or all the way to the right.

  • Mod Pad Example

Here’s an example of a Pad – a String Pad actually, which use two Sawtooth Oscillators (great for achieving nice string pad sounds). The idea behind creating a nice Pad sound, in my opinion, lies in two areas: A) The Amp Envelope settings, which are fairly slow. This means that the Attack, Decay, Sustain, and Release are generally pushed up quite high (over a value of 60 in most cases). And B) The modulations you create, which are usually slow as well. This can be anything from the LFO affecting the Mix or Amp, while the Mod Envelope affects the Phase of the Oscillators. The Rates for the LFOs should be set fairly slow (Rate knob more to the left) and the amount values should be subtle (more to the left) as well. This creates very soothing and meandering sounds which work well for Pads.

Of course, never forget that rules are meant to be broken, and nothing here is set in stone. I’m just presenting you with some generalities.

  • Morse Code Example
  • Noise Doppler Example
  • UFO Effect Example

These three show how you can create various special effects with the Subtractor. The Morse Code patch is a good example of how you can use the Random LFO 1 applied to the Filter Frequency in order to create a random Morse Code Sonar sound. Depending what Oscillator you are using and how it’s filtered, you can have it sound like a Telegraph, if you like. So give that a try.

The Noise Doppler Effect is a good example of how you can use the Noise generator on its own, without any Oscillators. The noise is modulated with the two LFOs to create a pseudo-doppler effect. Then the Mod Envelope is used to control Frequency Cutoff on the Low Pass Filter 2. And the Filter Envelope is affecting Filter 1. This all creates a double filter sweep that brings the sound in slowly as it’s sustained. Try playing a chord and note how the sound gets louder over time (as the filters are opened). The LFO 2 plays its part as well by cycling the Amp. A lot of mods working in tandem to affect a very simple Noise generator. Fun stuff!

And finally there is the UFO effect which showcases how you can create some interesting Alien-type sci-fi sounds. As with all the patches here — but moreso in this particular patch, try using the Mod Wheel to show some variation in the sound.

  • Organ Example 01
  • Organ Example 02
  • Piano Example 01
  • Piano Example 02

These four patches are examples of how to recreate organ and piano sounds using the Subtractor. I don’t know about you, but I find programming Pads, Pianos, Organs, and Basses are probably among the easiest types of instruments to reproduce with the Subtractor. I’m not going to go into all the details of how these patches are put together, because they all use different settings, Oscillators, Filters, etc. And you can take a look at them for yourself and then try your hand at creating similar kinds of sounds. I would say that a good starting point is a Sine wave and Low Pass filter though. Sometimes a Notch filter can work well. It all depends. So here are four examples.

  • PWM Lead Example

This shows how the Phase is used to offset and modulate the Oscillator wave, creating “Pulse Width Modulation” (or PWM for short). This is also referred to as “Phase Offset Modulation” (POM). Essentially, its the same thing.

  • Rhythmic Example

In this patch I tried to show how you can get some very complex rhythms using the two LFOs and the Mod Envelope together. The Mod envelope is applied to the pitch to create a sound that continually moves downward. LFO 1 is applied to the Filter 1 Frequency Cutoff to create a gate-like rhythm to the sound. And LFO 2 is applied to the Phase to create a PWM as Phase is swept back and forth. 2 things you can do: A) Try reversing the direction of the sound by inverting the Mod Envelope (click the upside down ADSR graphic button at the top right of the Mod Envelope section). B) Try adjusting the Rates of the LFOs. You can sync them to each other by keeping their rate values identical. You can separate their sync by using two different rates. It’s up to you. But this is different than syncing the LFOs to the tempo of the song; something else you can try out.

Tips for working with the Subtractor

Aside from the basic Oscillators, there are several other wave samples that are hard-coded into the device (represented by waves 5 through 32 in the Oscillator slots). Then there are the usual things that are familiar to most analog synths: 2 filters, 3 envelopes (Amp, Filter, and Mod), 2 LFOs, Noise generator, FM and Ring Modulation, Pitch Bend & Mod Wheels, and a very extensive Velocity parameter section. All of this should be familiar to the synthesist and sound designer, and I’m not going into all the ins and outs here. The Reason User Guide is an excellent resource which goes over most everything you will need to know in order to get familiar with the Subtractor.

What I do want to cover here are a few pointers that may not be obvious when using the Subtractor, or might cause some confusion when you begin to work with it. Think of this as some additional insight into the device which sooner or later you would figure out on your own. Maybe this might save you the trouble?

  • The Subtractor is monaural in two senses: It creates a single channel of sound, and can only generate one sound at one time. However, the device is polyphonic, in that you can play that same sound using multiple keys (think: chords). The number of keys that can be played at the same time is set up in the Polyphony setting (1-99). However, what you may not know is that some of the modulation is polyphonic as well. I know this sounds a little counter-intuitive, but here’s the deal: If you set up your patch to have a Polyphony setting above 2 (usually you want this higher at 8 or 12), then you can use LFO2 to affect the Oscillator 1 & 2 Pitch, Phase, Filter 2 Frequency Cutoff, or Amp. If you do this, playing a broken chord (one note after another) results in an LFO that retriggers separately for each note. This is different than the LFO 1 in the Subtractor, which is a global or monophonic LFO, meaning it does not retrigger with each new note.
  • Using the LFO 2 to affect the Amp is the way in which you set up Tremolo. It’s a shame that you can’t apply this Tremolo to the Mod Wheel inside a Subtractor patch (a fairly common Mod Wheel assignment), however, you can do this if you put the Subtractor inside a Combinator, and assign the Subtractor’s LFO 2 Amount to the Combinator’s Mod Wheel.
  • Those who are new to the Subtractor may not know that in order for FM or Ring Mod to function, you need to have both Oscillators enabled. This is because both of these features rely on the interaction between the two Oscillators. In addition, if you want to hear only the Frequency Modulated sound, without the Modulator, turn the Mix knob fully left. If you want to hear the Ring Mod sound without the Modulator, turn the Mix knob fully right.
  • The Noise generator is also similarly connected to the second Oscillator output, which means turning the Mix knob fully left while the Noise generator is on will reveal nothing from the Noise generator. To hear the Noise generator fully, turn the Mix knob fully right. Therefore, to get a mix between the Noise generator and an Oscillator, turn off Oscillator 2. Instead, set up Oscillator 1, turn on the Noise generator, and keep the Mix knob centered. If you instead want a pure noise sound, keep Oscillator 2 turned off, and turn the Mix knob fully right. This removes Oscillator 1 from the Mix and fully introduces the Noise generator.
  • And as with all rules of thumb, there are always exceptions. If you disable Oscillator 2 and enable the Noise generator, you can still use the FM knob to modulate Oscillator 1 with the Noise generator (remember that the Noise generator outputs where Oscillator 2 is output). You are effectively using the Noise generator as the second Oscillator, and this is used as the Modulator to Frequency Modulate Oscillator 1. So yes, there are exceptions. And while all of this may sound complicated, it’s really not. Think about it. Turn on Noise, increase FM, and turn the Mix knob all the way left. Then experiment with the various Oscillator 1 and Noise generator settings to see what you can come up with.
  • If your Oscillators are set to “o” as opposed to “-” and “x,” then the Phase knobs have no effect on the sound. Phase only works with subtractive (-) and multiplied (x) modes. You can, of course, set up mode combinations where Oscillator 1 is set to subtracive (-) and Oscillator 2 is set to “0.” In this case, only the Oscillator 1 Phase knob will have any impact on the sound.
  • The Velocity section can have an amazing impact on how the sound is played, and has a wide array of options. However, where a lot of new users get confused is in how to set up the Velocity knobs. First things first. Set up a matrix or Thor Step sequencer to play a single note repeatedly at a relatively slow speed, and create a velocity ramp up and down over the duration of the sequence (ramp the full range of the velocity). This sets up the sound to be played at the same pitch, with only the velocity changing as the notes are played. It also helps you to hear what’s going on with velocity. With that done, start experimenting with the 9 velocity knobs to hear how they interact and affect your sound.
  • Another thing to keep in mind when adjusting velocity parameters: When the knobs are dead center, velocity has no effect on the parameters. Turn the knob to the left and velocity has a negative impact on the parameter in question. Turn the knob to the right and the velocity has a positive impact on the parameter in question. In simple terms, if you adjust the Amp velocity in a positive way, the sound becomes louder the harder you play your keyboard (normally what you would expect). However, you can reverse this relationship by adjusting the amp velocity knob in a negative way, so that the sound becomes quieter the harder you play your keyboard.
  • And more about the velocity parameters: Note that if you have a parameter that is adjusted fully one way (for example, the Filter 1 Frequency slider is set to 127 or fully open), then adjust velocity to increase this parameter in the same direction (for example, the Filter Frequency velocity knob is adjusted in a positive direction), the velocity will have no impact on the sound. This is because the Filter Frequency is fully open, and can’t go any further. You could, however, adjust the Filter Frequency in a negative direction in this example, in order to close the filter the harder you play your keyboard.
  • Finally, one last note about the Phase Velocity parameter. Adjusting this will adjust both Oscillator Phase knobs in tandem by the same proportion. This means if you have one Phase knob set to 40 and another Phase knob set to 80, with the Phase Velocity knob set to 10 (positive), when you play the keyboard at full velocity, the Phase knobs will sound as if they are set to 50 and 90, respectively. You can, of course, set up one of the Oscillators to a mode of “o” as outlined earlier, so that the Phase of that Oscillator has no effect on the sound. Of course, this can change the sound. This tandem shifting of Phase is also true of the Phase knob that can be used as a destination for the Mod Wheel. So bear this in mind when adjusting these two parameters.
  • In case you were ever wondering, that second filter in Subtractor is a 12 dB Low Pass Filter, and it cannot be changed to any other Filter Type. Also, when working with it, turning it on will mean that the sound passes through Filter 1 and then into Filter 2 (Serially). With this setting, you can use the Frequency Cutoff sliders of both filters independently (and in some interesting ways — for example, setting up a High Pass Filter 1 and then having it go through the Low Pass Filter 2). Alternately, you can “Link” the Filters together. When they are linked, the Frequency Cutoff of Filter 1 controls the Cutoff of both filters (but the relative position of Filter 2’s Cutoff Slider is maintained). For example, if Filter 2 is set to 50, and Filter 1 is set to 80, moving the Filter 1 Cutoff Slider down to 70 will also reduce the Filter 2 Cutoff to 40. They work in tandem. Note: Low Cutoff Frequencies with High Resonance settings can produce severely loud sounds. This is amplified by the “Link” feature. As such, it’s always a good idea to A) Turn down the Resonance for both filters to zero before applying the “Link” button. And B) Turn down the volume if you are experimenting with the Resonance of either filter while the “Link” button is activated.
  • Filter 2 does have its own dedicated Filter Envelope. Use the Mod Envelope with a destination of “Freq 2.” Now you can control Filter 1 Frequency Cutoff with the Filter Envelope and Filter 2 Frequency Cutoff with the Mod Envelope, all at the same time. This allows you to create some pretty complex filtering in your patches.
  • Lo BW. Unless you are rockin’ out with your PII Pentium 200 Mhz computer from 1994, you will never need to enable this feature. Just pretend it’s not there.
  • Want a fatter sound? If both Oscillators are set to the exact same settings, detune them by a few centos in opposing directions (Oscillator 1 = -4 Cents / Oscillator 2 = +4 Cents). You’ll have to venture outside a simple Subtractor for other fattness tricks, but two of my favorites are A) creating a Unison device under the Subtractor (between the Subtractor and the Mix Channel). This automatically fattens your sound. B) After you have the Subtractor patch set up exactly as you want, duplicate the Subtractor and send both subtractors to separate Mix Channels. Then on the Mixer, pan Subtractor 1 fully left and Subtractor 2 fully right.

So that’s a little bit about the basics of the Subtractor synth, along with a new patch pack. I hope you’ve enjoyed it, and if you have any tips or ideas related to using the Subtractor, please share them. All my best, and happy sound designing!

 

Polar+Essentials Patch Pack

It’s another “Freebie Friday” here at Reason101 and this time I thought I would bring you more new instruments and effects for those with Polar and Reason Essentials. Last week’s Pulsar+Essentials Patch Pack seemed to be a hit, and generated some new ideas and thoughts from all you good folks. So let’s see if we can repeat that this week as well. And what better way to start the weekend than with a few new sound ideas. So download and enjoy.

Polar + Essentials Patch Pack.It’s another “Freebie Friday” here at Reason101 and this time I thought I would bring you more new instruments and effects for those with Polar and Reason Essentials. Last week’s Pulsar+Essentials Patch Pack seemed to be a hit, and generated some new ideas and thoughts from all you good folks. So let’s see if we can repeat that this week as well. And what better way to start the weekend than with a few new sound ideas. So download and enjoy.

The Polar+Essentials-Patch-Pack contains 11 Instruments and 9 Effects. Since Polar can save and load patches, some of the effects patches can be loaded directly into Polar. Some of the more complex effect patches and all instrument patches are Combinators. You will need to download the Polar Rack Extension in order to use any of these patches. While they were built for Reason Essentials 1.5  users in mind, there’s nothing stopping those who have the full version of Reason 6.5 from taking advantage of them. Try them out and if you like them, please consider donating: [paypal-donation]

There are two sections:

  1. Instruments — Use Polar in some way to enhance or add to the core Reason Essentials instrument’s sound (for example, the Subtractor, ID8, and other Essentials instruments).
  2. Effects — Use Polar on its own or with other effect devices in order to process your instrument in some way.

Here is a brief description of each patch you’ll find inside this pack:

Instruments

  • Aggrodesiac.cmb

This patch uses a Matrix to create an arpeggiated synth. The cool idea in this one has to do with using a Matrix Curve to play the Pitch shifting on Polar. To access this sound, you must first press the “Run Pattern Devices” button on the front of the Combinator. Then use Button 1 to turn on the Matrix sequencing, and Rotary 1 to adjust the Matrix pattern’s Rate. The main rate of the sequence can be controlled via Rotary 4. Rotary 2 detunes the Pitch shifters on Polar, creating a wider sound. And Rotary 3 controls the Phase offset in the Subtractor instrument.

Button 1 changes the LFO2 on the Subtractor from adjusting the Phase (Button off) to adjusting the Amp (Button on). Button 3 adds a heavy dose of Portamento, and Button 4 allows you to switch between playing the patch as a Mono lead (Button off) or adding Polyphony (Button on).

  •  Arpe Dulce [RUN + Play MIDI].cmb

This patch is another Arpeggiated sequence in which you can Run the Arpeggio by pressing the “Run Pattern Devices” button on the Combinator front panel. Once you do this, you can play the MIDI keyboard to hear the sequence. Note that you don’t HAVE TO run the pattern devices, but it might be a little dull and lifeless without it. You could also mess around with the Matrix sequencer to create your own arpeggiator if you like.

The cool thing about this patch (and the take-away I think), is the way in which the Matrix is used to “Gate” the Polar device. Notice on the front of Polar, the “Env to Amp” button is lit up. Essentially, the Matrix Gate/Note CV is used to trigger the Polar’s envelope section. Then this envelope section is sent to the Polar Amp section. The envelope parameters you set in Polar affect the Amplitude, as you would adjust the Amp Envelope in any of Reason’s synth devices. This is what causes the gated sound. I’ve also mapped Rotary 2 (Staccato) to the Envelope’s Release parameter. This has the effect of creating a very short Staccato sound as you turn the Rotary left. The sound gets longer as you turn the Rotary right.

  • Dreamy Island Progression [RUN].cmb
  • I-vi-ii-V (Blue Moon) Progression [RUN].cmb
  • Polar Synth Chord Progression [RUN].cmb
  • Wurly Triplet Progression [RUN].cmb
  • Wurly Trip MK II [RUN].cmb

These patches use 3 Matrixes and 2 Polar devices to control Harmonies by shifting the three notes found in chord triads. Each Matrix controls a single Pitch Shifter. There is a root, third, and fifth pitch shifter and when summed together, they provide the chords. Then a fourth Matrix is used to control the Note/Gate of the instrument. This provides the Rhythm mostly. All these instruments are in the Key of “C,” though some patterns venture outside this a little, creating some interesting sequences. To play the patch, you have to press the “Run Pattern Devices” button on the front Combinator panel. As long as button 1 is lit up on the Combi, the Note/Gate Matrix is turned on, and the pattern will run automatically to generate the sounds. Button 2 controls whether or not the Harmonies for the three pitch shifters are enabled or not. All three must run in tandem, so if you do decide to change the Resolution of any of the Chord Matrixes, ensure you change all three to the same value (otherwise the chords will shift out of sync – though maybe this is what you want).

Rotary 1 controls the Pattern used to play the patch. There are 4 patterns from which to select, and one of the patches has 6 patterns. Rotary 2 and 3 Control parameters on the device itself. Since most of these patches use the ID8 as the main instrument, I”ve mapped Rotary 2 and 3 to Parameters 1 and 2 on the ID8. Rotary 4 controls the Volume of the instrument. Button 3 controls the Analysis Type and Algorithm of the Polar Pitch Shifter. For the most part, if you leave Button 3 off, you have a fast pitch shift. If you turn Button 3 on, you have a slower pitch shift. Button 4 is used to spread the Chords across the Stereo Field. In one patch, Button 4 is used as an auto-panner.

The Pitch Shift Wheel is mapped to the Polar pitch shifter, and the Mod Wheel is mapped to the ID8’s hard-coded Mod assignment, which usually leads to a Vibrato effect.

I should note that you CAN play the patch via MIDI keyboard controller. Simply turn off Button 1. If you then keep Button 2 turned on, you’ll still hear the Chord Shifting as you play, provided the notes are sustained. If you turn off Button 2, you can still play the patch via MIDI, but this may be a bit boring. Still, you can do it.

Note also that since these patches use Matrixes, there may be a lag before the Matrixes kick in, which, depending on your song Tempo and the Pattern length, could be very short or a little longer. Best thing to do if you switch the pattern on Rotary 1 or turn Button 1 or 2 on is to give it a chance to kick in. However, turning buttons 1 and/or Button 2 off is instantaneous.

Dreamy Island Progression uses a Subtractor as the main instrument and it’s a fairly slow tempo sequence. It’s got a Carribean-type flavor with a nice meandering synth sound.

I-vi-ii-V (Blue Moon) Progression uses an ID8 set to the “Crystal Pad” Synth. It also provides a very mellow and slow progression. The idea here was to present one of the most common major chord progressions and show how it is put together. So this should sound very familiar.

Polar Synth Chord Progression uses an ID8 set to the “Synth” Bass. It’s a little more harder edge, with a faster sequence. It also doesn’t really come out sounding like a Bass; more like a synth lead. You can have a lot of fun simply toying with the “Tone” Rotary (Rotary 2).

Wurly Triplet Progression is probably my favorite of the bunch. Who doesn’t like a good Wurlitzer sound right? The Note sequencer is set to Triplet, and funny story: I had the chord Matrixes set to 1/2 Resolution, and forgot to set them to 1/8T during the creation stage. Of course if you change them, you’ll get a totally different sound. But it didn’t sound right, so I left them at 1/2 Resolution. It gives a much better Rhythm I think.

Wurly Trip MK II is slightly different than the Wurly Triplet Progression patch. It includes Drums, and only uses one pattern for the sequence. Instead, Rotary 1 allows you to transpose both the Piano and the Drums upward by 1 octave (in semitone increments). This way, the patch shows how you can program the Matrix to play the harmony sequence in any scale. It’s a slightly different take on the previous patch. Also, both the Piano and Drums have a lot of processing going on. In this respect, the Combinator is more of a “Song Starter” than single instrument patch.

  • Effigy Pad.cmb

This is my take on a Subtractor Pad, and uses 2 Subtractors and 2 Polar devices. The Polar devices are used to expand or widen the sound. The Rotaries are used to adjust the fattening of the sound via the Polar parameters (except Rotary 4, which is used to adjust the Polar Filters). The first three Buttons are used to change the Timbre of the sound, so that you can get more flexibility out of the patch. The final Button (Button 4) is used to pan the signals left and right on the Mixer, which again widens the sound in the Stereo field. The Mod Wheel also changes the Timbre of the sound, making it more ominous when the wheel is pushed upward. Pitch Bend naturally adjusts the instrument pitch upward or downward.

  • Fortitude Lead.cmb

This patch uses a Subtractor as its base sound, and Polar is used to both Widen the sound and provide Harmony (if you want, on Button 4). Using Button 4 shifts the pitch so that a major chord is played (Root – Third – Fifth / 0 – 4 – 7 interval). If the Button is off, a single note is played (Monophonic). There’s other fun things you can do with the sound, but as far as Polar is concerned, this is about as basic as you can get. The Polar setup in this patch really amplifies and lifts the sound up from boring to vibrant. Bypass Polar to hear the difference.

  • House of Mirrors.cmb
  • Serial Polar Strings.cmb

These are two other Instrument patches, and are probably the most “out there” of the bunch.

House of Mirrors is a very bouncy synth sound. It uses the “Gating” trick I described earlier, except this time, the Subtractor’s LFO is used as both the Gate and as part of the CV used to “Lock” the Delay Buffer in Polar. The CV in both this and the “Serial Polar Strings” patches are a little experimental and convoluted, but the experimentation was fun, and I think the results came out alright.

Serial Polar Strings uses an ID8 “Guitar” patch set to “Dulcimer.” I thought of trying to process the sound through two Polars that are connected in series. I found that doing this is very tricky, as the sound going from one to the other becomes pretty finicky. It’s hard to describe exactly, but it took a lot of work to try to get something interesting out of it. I’ll let you decide if it was worth the work or not.

Effects

  • Alien Galaxy.repatch
  • Creeper.repatch
  • Harmony Modulator (For Leads).repatch
  • Simple Octave Gate.repatch
  • Spiral Staircase.repatch
  • Tin Man.repatch

These are some basic Polar stand-alone effect patches.

Alien Galaxy creates an almost other-worldly sound that works well with most synth patches.

Creeper is exactly what it says. It shifts and modulates the sound to produce a highly spooky sound. Great for all kinds of sounds, but I like it with a Lead or a Pad sound. Just be careful if you’re using it with multiple notes (Polyphony), as it can tend to get a little loud. If you do, you may want to turn the Volume down on the dry signal and the two shifters.

Harmony Modulator (For Leads) is a rough harmonizer patch that works well on monophonic leads. Just a simple way you can add movement at the same time as harmony. Fun little rough patch.

Simple Octave Gate is a double-Octave spreader (up 1 Octave and down 1 Octave), with a rough LFO gate applied to the Low Pass Filter. Cool for most any kinds of sounds that you want Gated. The LFO which produces the gate is Tempo Synced, so if you want it faster or slower, simply adjust the LFO Rate.

Spiral Staircase is a slow-moving patch that takes advantage of the reverse sawtooth LFO wave to shift both pitch shifters by 50% – producing a downward moving pitch. At the same time, the auto-pan feature is applied to the original (Dry) sound, and the Feedback / Delay / Detune parameters produce a wider sound. Interesting in a wonky kind of way.

Tin Man, as the name suggests, provides a metallic chorus sound. Try it out on your guitar tracks. All guitars love a good Comb filter right?

  • Mayhem Glitchem.cmb

This patch is highly experimental. Basically, it sends the audio through a Polar device, then splits the audio into two streams: one is the original audio, and the second is a Hi band pass through two Screams and a second Polar. It’s fun to tweak around with the parameters on this one. There’s two Distortion algorithms on Button 2, and you can adjust Parameter 2 with Rotary 2. Rotary 1 and Button 1 adjust the Rate of the first Polar’s LFO, which can provide some really freaky sounds.

Rotary 3 and 4 control the original Audio Level and the Screams’ Distortion Level. Pretty straightforward. Use these two Rotaries to parallel process and mix the sound together. Button 3 changes the first Polar’s Algorithm from fast to slow. Button 4 is an added bonus. It allows you to lock the Buffer (Delay) from both Polar devices. Depending on the patch you’re sending through this effect Combinator, you can get some interesting glitchy effects when the Buffer is locked.

The Mod Wheel actually detunes both shifters on the first Polar, and the Pitch Bend Wheel is tied to the original Polar’s Pitch Bend Wheel.

  • Pseudo-Doppler (For Sustained Sounds).cmb

This patch is a simple Polar device that’s doctored up inside a Combinator. It creates a really cool Doppler-style effect (as dopplers inside Polar can go, that is). The Loop Length can be adjusted via Rotary 1. The shorter the loop (towards the left), the shorter the Doppler sound is. The longer the loop, the longer the amount of original sound gets through (and the more strange the sound becomes). You can also play with the Pitch Width on Rotary 2 and the Amp Width on Rotary 4. The LFO Rate on Rotary 3 controls the speed of the Doppler effect (slower speeds to the left; faster speeds to the right).

Button 1 switches the filter from a Low Pass to a High Pass, and Button 2 is used to widen the Filter. In this control, as in all the other “Widener” controls, the LFO intensity increases for said parameter. For example, with Button 2 turned off, the LFO affects the Filter to a smaller degree than if Button 2 is turned on. Likewise for the Pitch Widener. Turn it to the left and the LFO affects the Pitch Shifters to a smaller degree than if you turn this Rotary to the right.

Finally, Button 3 adds a huge amount of Resonance, and Button 4 allows you to include the dry signal, if you like. The Mod Wheel is also mapped to the Polar device. Try this out on sustained sounds, like Pads, sustained Organs, or even Guitars.

  • Tape Stop Lite (Btn 1 or Mod Wheel).cmb

This patch came out of my desire to rework a patch that I put together for inclusion with Polar. If you look in the patches that ship with Polar, there’s a Tape Stop patch under the “Tweaky” folder. This patch uses a Thor to gate the Polar device, which helps drive the Tape Stop effect. The reason why I wanted to rework it is so that I could recreate the same type of effect using only Reason Essentials devices. In this instance, a Scream is used to convert the incoming audio to a CV signal, which then triggers the gate on Polar. This has almost the same effect as the original Tape Stop patch, but without the need to use Thor. This means that even Reason Essentials users can take advantage of a fully functional Tape Stop Combinator effect.

Button 1 or the Mod Wheel is used to trigger the Tape Stop action. This the heart of the effect. All the other Rotaries, Buttons, etc. are used to adjust how the Tape Stop sounds or how fast / slow the tape stop effect works.

One note about this Combinator. If you enable the Tape Stop effect (button 1 or Mod Wheel), and then disable it too quickly, you’ll hear the original sound kick back in. So it’s probably not the most ideal solution for rapid stuttering. And in most cases, I would assume you’ll want to use this effect at the end of a passage instead, where the effect is enabled and the song ends, for example. In this case, you won’t need to disable the effect after the fact, so it won’t be a problem. And who knows, maybe there’s some creative call for having the sound jump back in. Either way, this “issue” only occurs with this “Lite” Combinator. The one that ships with Polar does not work in the same way, and the sound does not come back in afterwards. If anyone knows a workaround for this issue, please let me know. 🙂


That about does it for Freebie Friday here at Reason101. If you have any cool Polar patches, please share them. I’m always on the lookout for new ideas on how to use these devices, whether they be the stock Reason devices or the new Rack Extensions. Carry on. . .

Pulsar+Essentials Patch Pack

Here’s a few patches I put together for Reason Essential users who have the Pulsar Rack Extension. It was pointed out that there were very few synths and effects bundled with Pulsar that are usable in a Reason Essentials environment (I think there were about 5 out of 90 synths and 11 out of 52 effects which were compatible with Reason Essentials). And being one of the team members that helped come up with those sounds, I felt it was a missed opportunity.

Pulsar plus Essentials Patch PackHere’s a few patches I put together for Reason Essentials users who have the Pulsar Rack Extension. It was pointed out that there were very few synths and effects bundled with Pulsar that are usable in a Reason Essentials environment (I think there were about 5 out of 90 synths and 11 out of 52 effects). All other synths and effects can only be used within the full Reason program. Being one of the team members that helped come up with those sounds, I feel a huge sense of pride at all the sounds we produced. I also wanted to apologize for not including more patches for our Reason Essentials brethren (and sistren?). I hope this makes up for it.

The Pulsar+Essentials Patch Pack contains 14 synths and 6 effects. Since Pulsar cannot save nor load patches, all the patches are Combinators, and all of them use Pulsar, so you need to download the Pulsar Rack Extension in order to use these patches. While they were built for Reason Essentials 1.5  users in mind, there’s nothing stopping those who have the full version of Reason 6.5 from taking advantage of them. Try them out and if you like them, please consider donating: [paypal-donation]

There are two sections:

  1. Instruments — Use Pulsar’s LFOs as Oscillators to generate the instrument sounds or else use the Subtractor and/or other Essentials instruments to generate the sound. In this second scenario, at least a few Pulsars are used to modulate various parameters of the instruments.
  2. Effects — Use Pulsar on its own or with other effect devices in order to process your instruments in some way.

Here is a brief description of each patch you’ll find inside this pack:

Instruments

  • 4-way ID8 Synth with Multi-FX

This instrument gives you the choice to play all four modes of the ID8 “Synth” patch, and then processes that patch through a variety of effects devices. The Pulsar is used to modulate the “Scream” distortion. From the Scream, the signal is split to an overlapping low and high band of frequencies, and in turn is processed through a Reverb (high) and Delay (Low). The signal is then merged back together and sent back the the output. Use Button 1 to change the distortion type from “Warp” to “Digital” and use the remaining 3 buttons to decide which of the four Synths to play through those effects. Rotary 1 adjusts the amount of Reverb, Rotary 2 adjusts the Reverb Decay, Rotary 3 adjusts the amount of Delay, and Button 4 adjusts the P2 parameter of the distortion (Bias for Warp and Rate for Digital).

The Pitch Bend and Mod Wheels are automatically mapped to the ID8. I really do wish you could assign different Pitches and Mods (you can have some limited assignments if you use the Combinator’s Mod Routing section, but yeah, it’s limited). The Pitch Bend will pitch the Synth sound up or down 2 semitones, which is standard for the ID8. The Mod wheel applies Vibrato to the synth.

  • Another Layered Synth
  • Layered Detuned Organ

These two synths use multiple Pulsar  devices to create layered Oscillators sent to different Mix channels inside the Combinator. Adjustable parameters are the Amp Envelope Attack (Rotary 1), Amp Envelope Release (Rotary 2), Shuffle (Rotary 3), Level (Rotary 4), Detuning or Presence (Button 1), Presence or Vibrato (Button 2), Tremolo (button 3), and Mastering (button 4). The Pitch Bend wheel allows you to spread the synth layers across the stereo field (panning them) and Mod Wheel applies Reverb to the synths.

The cool thing about the Layered Detuned Organ is the fact that you can detune it using Button 1. This adjusts the rate differently for all three Pulsar devices (each pair of LFOs are set to a slightly different rate using the Envelope Rate knobs). This produces a much fatter “detuned” Oscillator sound.  The “Presence” parameter accesses a set of delay devices set to very short durations (a la Haas effect). This effect raises perceived loudness without actually hearing the delays; resulting in a more spacious sound. The Vibrato and Tremolo are pretty basic, adjusting the pitch and amp modulations with other Pulsar LFO units.

The Another Layered Synth patch is similar, however, it only uses 2 Pulsars instead of 3, and the waveforms are different.

Note: You’ll notice an audible “plucked” sound when the synth notes are released. I have a feeling this has something to do with the way the rates are adjusted (detuned) in the Amp Envelope of each Pulsar device. However, I have not found a way to get rid of this sound. If anyone (Reason or Reason Essentials user) has any suggestions to get rid of it, please let me know.

  • Arced Archaic Arp

This patch use the Subtractor synth as the basis for generating the sound, and a series of Pulsars to mangle or modulate that sound. It creates a moving Arp-like synth sound, and boy do I sure love me some modulation. This is probably one of my favorite synths developed in this pack. A few special notes: The distorted Vibrato (Button 1) gives the synth a very driven metallic feel, which sounds more like distortion than vibrato. The standard Vibrato (on Button 2) is more akin to what most people think of as “Vibrato.” Using both of them together is probably not what you want to do, but separately they are pretty cool I think. Everything else on this patch is pretty self-explanatory.

  • Basic 4-Step Synth
  • Basic Saw Synth
  • Basic Sine Synth
  • Basic Slope Synth
  • Basic Square Synth

These synths are simple ways for the Reason Essential user to play Pulsar as a synth. They each use a different Waveform as the basic Oscillators, and the combined LFO 1 & 2 are used as a mono synth. Adjustable parameters are the Amp Envelope Attack (Rotary 1), Amp Envelope Release (Rotary 2), Shuffle (Rotary 3), Level (Rotary 4), Delay (Button 1), Distortion or Modulation (Button 3), and Reverb (Button 4). The Pitch and Mod Wheel are mapped to different parameters on different synths. The idea behind these synths were to create very simple dual oscillator synths that are the “bare bones” for Essentials users. But don’t let that fool you. There’s a lot of power in these little synths. For example, to get a really fat beefy sound, increase the “Shuffle” parameter mapped to Rotary 3.

  • Dominion

This is another bassy, filter-modulated sound (not really dubstep, but still kinda fun to play). It’s unique in that it combines a Subtractor Synth with the Pulsar LFOs-as-Oscillators, which was another interesting Reason integration idea I had. I used the RV7000 as an Echo (Button 3), and there’s some fun Scream distortion on Button 4. Note that you can adjust the mix between the two synth layers using Rotary 3 and 4. Most of the other controls adjust the Panning settings for the global sound.

  • Phi’s ID8 Bass Synth

This synth bass patch uses 2 overlapping ID8 devices, with one of the Basses detuned down an octave (using the Combinator’s Transpose function – in the Key Mapping area of the Programmer). The sound is then processed through a Scream Distortion Unit to give it some more “oomph.” You can select between two different algorithms using Button 4, and then change Parameter 2 with Rotary 4. Release time is adjusted using Rotary 1, and Rotary 2 spreads the Basses a little bit in opposite directions in the stereo field. Buttons 1-3 allow you to Modulate a few different parameters with the Pulsar LFOs. Button 1 turns on the Volume modulation, Button 2 turns on the Bass Tone modulation, and Button 3 turns on the Distortion modulations. The Pitch Bend and Mod Wheels are hard-coded to the ID8 Bass devices. Pitch Bend adjusts the pitch up or down by 2 semitones, and the Mod Wheel is mapped to Bass Vibrato.

  • Pulsar Drum Gates [Btn 4=RUN]

It might be fairly self-explanatory, but you can’t play this instrument. Instead, you “Run” it using Button 4, which turns the whole thing on or off. Then you can adjust various parameters using the other Rotaries, Buttons and Wheels. The idea behind this patch was to create a kind of drum kit / song starter patch that uses the Pulsar devices as drum gates for the various drums. The Pulsars take over the role of the Redrum sequencer (or the main sequencer, for that matter). I particularly like how the Mod Wheel changes the kit’s sound entirely.

The other interesting idea with this patch was the CV connection from LFO 1 to LFO 2’s Rate input. Originally, I had thought about setting up each drum to be turned on or off by enabling LFO 2 to run or not (I discarded that idea in favor of level switches on the four Rotaries, but still used the on/off idea for the “FM Fuzz” on Button 3). Anyway, if you do turn your drums on/off using this method, and still want access to combine LFO 1 with LFO 2, sending the CV cable from one LFO to the other LFO’s Rate is the way to go. Otherwise, you could just send the Combination CV directly into the drum device’s gate. I hope that makes sense.

  • Rate Rhythm Synth

This patch is unique because of the kinds of modulations going on. Pulsar is used as an Oscillator, but the Subtractor’s Mod Envelope is being manipulated by another Pulsar. In turn, the Mod Envelope is used to adjust the rate of the Main Pulsar’s Oscillators, which gives it a rate wobble (vibrato during the decay and sustain stage of the envelope) which kind of sounds like a natural Horn instrument. There’s also some other manipulations going on in here, but I think that’s the one trick that is most interesting about this patch. It also goes to show you that you can manipulate any Subtractor parameters using the Pulsar’s LFOs.

  • Wave Sprinter

This was another idea I had in which the Wave shapes from the Pulsar are in a state of constant LFO flux. The Pulsar LFOs are used as Oscillators in this one. But since the Waves are constantly shifting, the sound they produce can be quite chaotic (aka: lovely in my world). You can alternate which waves are fluctuating using Button 2. You can also turn the Wave shifter off and on using Button 4. The Pitch Wheel affects how fast or slow the Waves fluctuate (Rate). Lastly, the Mod Wheel is very cool way to get an extreme pitch shift for the Oscillators in the main Pulsar. Hope you have some fun with it.

Effects

The effects were all designed as Inserts, but I don’t see any reason why you couldn’t use them as Sends as well. Here is what I’ve included, with a brief description of each.

  • Pulsating Chorus
  • Pulsating Delays
  • Pulsating Echo Multi-FX
  • Pulsating Scream

These effects were built with simplicity in mind. Essentially, they each use Pulsars to modulate the various parameters of their respective effects device (CF-101 Chorus, DDL-1 Delay, and Scream 4 Sound Destruction Unit.

Pulsating Chorus focuses on modulating the Delay and Rate of the CF-101 device. Feedback is mapped to the Pitch Wheel and Modulation mapped to Rotary 1. Try out both to get some extreme effects. There’s also a Pan control on Button 2 and a way to sync the panning to the tempo using Button 3. All other parameters affect the Delay and Rate of the CF-101 using two Pulsar devices.

The Pulsating Delays are a set of Delay devices set to different delay times for the Left & Right position in the stereo field. All the other parameters affect the Feedback and Dry/Wet signal of both delay units.

The Pulsating Echo Multi-FX patch uses two RV7000 devices set to the “Echo” algorithm. They are then processed through a Hi and Low Stereo split. Note that the delay times of each Echo algorithm is different. You can use the various Rotaries and Buttons to have Pulsar’s LFOs applied to various aspects of the Stereo Imagers (X-Over Frequency on Button 1 and Width on Button 2) and Reverbs (Master Volume on Button 4). Note that Rotary 1 adjusts the Cross-over frequency manually when not using the Auto-Wah on Button 1. The same goes for the Reverb Master Volume adjustment on Rotary 4. Because of this, when you turn off Button 1 or Button 4, the parameters of each device go back to 0 (Middle) for the X-Over Frequency, or 64 (Middle) for Reverb Dry/Wet; regardless of where the Rotaries are set – simply readjust the rotaries to get these two parameters back where you want after turning off Button 1 or Button 4. There’s also a Tremolo adjustment on Button 3, with its adjustable Rate setting on Rotary 3.

Pulsating Scream is a bit of a monstrosity and was probably the most challenging effect to set up. It uses some Pulsars to modulate the Damage Type, P2 parameter, and the Scream’s “Auto” parameter in the “Body” section. All of this can be turned on and off, and modulated to create some really crazy gated distortion or some very subtle chorus-like effects (for example, load the effect and turn off Button 1 & 2 — hear what I mean)?

One minor quirk with this Scream effect should be noted: Button 3 switches between the Feedback and Modulation algorithms in Scream’s damage section. However, if you automate the Damage Type (using Button 2), when you then go to turn off this automation, the Damage Type will always reset to “Feedback,” even if Button 3 is telling you the algorithm should be set to “Modulation” — simply press Button 3 two times and you’ll get back to the “Modulation” algorithm. Yes, I know there’s definitely a way to jury-rig this button to work more logically, but I was getting a little tired towards the end of developing that patch and I just didn’t have the mental energy nor dexterity to rework it. Either way, I think it’s a minor inconvenience. This patch is still my favorite out of all the effects patches.

  • Pulsator Tremolo & Pan

This is a combo effect patch that allows you to adjust both the Tremolo of any incoming signal, as well as the Panning of that incoming signal in the stereo field. You can combine the Tremolo with the original signal (Button 1), and adjust how much Panning and Tremolo is used to affect the audio. This is probably a close second on my list of favorite effects in this pack. The nice thing about it is how you can shape the combination of both Tremolo and Pan together.

  • Simple EQ Wah

There is a Wah effect that I built for the Pulsar which is included in the stock patches, however, it uses a Thor to do some CV trickery. So I developed its little brother here, which essentially does the same thing, but can be used by Essentials users. It’s a very simple concept. It uses the Pulsar LFOs to create both a boost and a cut in the EQ frequencies of the M Class Equalizer, and then make that boost and cut travel along the EQ’s frequencies. It produces a basic Wah sound. Use the various parameters in the Combinator to achieve a plethora of Wah-type wobbly sounds for your audio.


So that’s what you’ll find included in the free Pulsar Essentials Pack. If you have any ideas for additional patches, let me know and I’ll be happy to try to come up with new ones and include them here. Also let me know if you have any questions, or what you think of the patches in general. All my best for now, and happy Reasoning (essentially, that is).

Echodile Deluxe

Here’s an interesting patch that I submitted to the productspecialist@propellerheads.se email in response to their first video in the “Reason Sound Design” series, a new series put out by the Propellerheads to help us all learn a little more about the Combinators inside the Factory Sound Bank, and allow the user community to submit their patches. I love it when they launch a new series!

Here’s an interesting patch that I submitted to the productspecialist@propellerheads.se email in response to their first video in the “Reason Sound Design” series, a new series put out by the Propellerheads to help us all learn a little more about the Combinators inside the Factory Sound Bank, and allow the user community to submit their patches. I love it when they launch a new series!

Here’s the original video in case you’ve been living under a rock and don’t know about this new series:

So without further ado, I give you my humble take on this type of technique. . .

The 4-Way X-Fade Echodile Deluxe

Download the .reason file (example) and Combinator patch here in zip file format: echodile-deluxe.

4-Way Crossfade Echodile Deluxe
4-Way X-Fade Echodile Deluxe

First, here’s a video to showcase what the Echodile Deluxe sounds like:

An explanation of the Controls:

Pitch Bend: This is connected to the Echo Envelope.

Mod Wheel: Connected to the Delay R Offset

Rotary 1: This rotary crossfades between 4 different Alligator Patterns, and is really the heart of the whole thing. It allows you to blend any two of the four Alligators together using a single Rotary. Ed Bauman came up with the idea of using the Thor’s Shaper set to a Sine wave to fade between four different Mixer Channels. If you want to know more about this little trick, I wrote about it here. So in the interest of full disclosure, I wanted you to know this was not my own idea. A good artist mimics, a great artist steals. According to Picasso anyway.

Note: In order to have all four Alligators Crossfade properly, you will need to either press the “Run All Pattern Devices” button on the Combinator, or press “Play” on the Transport first. Otherwise, the CV-based Thors’ step sequencers won’t start running, and that’s necessary to let the signal pass through them.

You’re also not tied to using these 4 Patterns. You can, of course, change them around to your liking, or else load completely new Alligator Patches into each of the 4 Alligators. In this way, you can really make this device “your own.”

Rotary 2: Echo Feedback. Simple enough. Mix / Max values are 0 / 72

Rotary 3: Shift. Allows you to use the Shift knob of all four Alligators at the same time.

Rotary 4: Delay Time. I ran out of Programmer assignments for the Echo unit, so I had to route this through the P-Pongy Thor’s Rotary 1 and send that into the Delay Time CV on the Echo. So you won’t see the delay move visually on the Echo.

Button 1: Freq. Shifter. The LFO from each Alligator is split out to all three filter frequency bands on the respective Alligators. This way you get some further Filter modulation if you want it. Turns it on or off.

Button 2: Smear. I love this little button. It cranks up the LFO in the Echo to give it a really nice gritty electro quality. Sweetness to my ears.

Button 3: Pingy-Pongy. Turns the Ping Pong of the echo on, but also wobbles both the Ping Pong Panning as well as the Feedback Offset R knob, based on the settings in the Pulveriser.

Button 4: Delay Time Sync. Turns on the sync.

Hope you guys have fun with it! 😉

Thor Tremolo-Pan-Freq FX

This patch came out of a request to have a Tremolo effect in Reason. There’s many ways you can create one. But this time I wanted to expand upon that a little bit and create a triple effect using a single Thor device. So here is a Tremolo / Pan / Frequency Modulation effect patch that you can use.

This patch came out of a request to have a Tremolo effect in Reason. There’s many ways you can create one. But this time I wanted to expand upon that a little bit and create a triple effect using a single Thor device. So here is a Tremolo / Pan / Frequency Modulation effect patch that you can use.

Download the 2 Combinator patches here in zip file format: thor-tremolo-pan-freq-fx. Note: You will need Reason 5 or above to use the Combinators, because they both use the CV inputs on the Combinator, which was a new feature of Reason 5. If you have a previous version of Reason, the Combinator will give you a “bad format” error message.

(FX) Thor Tremolo-Pan-Frequency Combinator

Thor Triple effect patch: Tremolo, Pan, and Frequency Modulations
Thor Triple effect patch: Tremolo, Pan, and Frequency Modulations

This patch uses the Combinator Mod Wheel to trigger the level of the effect(s) in question. The patch is very simple in design, using only a single Thor inside the Combinator. The LFO 2 in Thor is used to modulate the following 3 effects:

  1. Tremolo
  2. Pan Modulation
  3. Frequency Modulation

Note: You must use the Mod Wheel in order to trigger these effects. You won’t hear anything happening to your audio if you don’t use the Mod Wheel!

The other nice thing about this patch is that you can have any combination of these three effects running at the same time. Or you can use only one of the effects at a time. The choice is yours.

The following explains how the patch rotaries and buttons work:

Pitch Bend: This parameter is not used.

Mod Wheel: Controls the level of the effects globally (i.e.: all three at once).

Rotary 1: Volume – Controls the global volume of the audio going out of the Combinator via the Master Level on the Thor device.

Rotary 2: Pan Location – Controls the location of the Audio in the stereo field. If the Pan modulation is turned on (see Button 2), then the panning still floats from left to right and back again like a pendulum, however, the Pan location is static and can be set anywhere along the stereo field. Try using this rotary in tandem with the Pan modulation turned on to get a feel for it.

Rotary 3: Frequency Level – Controls the Frequency of the incoming audio. Fully right cuts off the frequency entirely. Fully left opens the frequency completely. Use this in tandem with the Frequency Modulation enabled (see Button 3) for some interesting effects.

Rotary 4: Rate – This controls the rate of Thor’s LFO 2, which affects the modulation of the three effects globally.

Button 1: Tremolo – Turns on the Tremolo effect, which basically modulates the Amp Gain in Thor based on Thor’s LFO 2.

Button 2: Pan – Turns on the Panning modulation effect, which pans based on Thor’s LFO 2.

Button 3: Frequency – Turns on the Frequency modulation effect, with is modulated based on Thor’s LFO 2.

Button 4: Sine / Saw – Determines whether a Sine waveform is used or a Sawtooth wave is used. Sine is used if the button is off (disabled), and a Sawtooth waveform is used if the button is on (enabled).

And there are some extensions to this patch that I’ve set up on the Thor Rotaries and Buttons which can be accessed by Showing the Combinator devices:

Thor Rotary 1: Resonance – Controls the Resonance of Thor’s Filter 3. Minimum is set to zero (0) and Maximum is set to 96.

Thor Rotary 2: This parameter is not used.

Thor Button 1: LFO 2 Tempo Sync – Turns on the Tempo Sync for Thor’s LFO 2. When turned on, the LFO 2 Rate is tied to the song Tempo. When turned off, it is free-running.

Thor Button 2: LFO 2 Key Sync – Turns on the Key Sync for Thor’s LFO2. When turned on, the LFO 2 is re-triggered each time a key is pressed. When turned off, the LFO 2 wave is not re-triggered.

(FX) Thor Vibrato-Tremolo Combinator

This patch idea came courtesy of Eric Kloeckner. He said you could create a Vibrato in Thor by sending the audio through the Chorus effect and turning down the feedback. And voila, there it was. So now, I’ve created a second patch and placed both in the download file at the top of this posting. I also separated the LFOs in Thor, so that you can adjust the two LFOs independantly; meaning, you can turn on both the Vibrato and Tremolo and have them cycling at different rates and modulate both differently as they both act on your audio. Fun stuff.

Second Thor FX Patch with separate Vibrato and Tremolo effects
Second Thor FX Patch with separate Vibrato and Tremolo effects

The following explains how the patch rotaries and buttons work:

Pitch Bend: This parameter is not used.

Mod Wheel: Controls the level of the effects globally (i.e.: all three at once). Note again, you must use the Mod wheel to use the effect. No Mod Wheel, no effect. Very important to remember!

Rotary 1: Vibrato Delay – Controls the Chorus Delay, which can give some interesting effects and add a little more life to your Vibrato.

Rotary 2: Gain Level – Controls the Gain position of the Audio. In other words, it’s a volume level, but it’s most useful if you use it while the Tremolo is on. This way you can adjust the amount of gain (Tremolo) and the range at which the Mod Wheel affects the Tremolo.

Rotary 3: Vibrato Rate – Controls the rate of the Vibrato by adjusting the Rate of Thor’s LFO 2. In this patch, LFO 2 is tied to the Vibrato, and LFO 1 is tied to the Tremolo.

Rotary 4: Tremolo Rate – This controls the rate of the Tremolo by adjusting the Rate of Thor’s LFO 1. In this patch, LFO 2 is tied to the Vibrato, and LFO 1 is tied to the Tremolo.

Button 1: Vibrato – Turns the Vibrato effect on or off.

Button 2: Tremolo – Turns the Tremolo effect on or off.

Button 3: Vibrato Sine / Saw – Switches LFO 2 between a Sine and Sawtooth waveform, which in turn affects the shape of the Vibrato.

Button 4: Tremolo Sine / Saw – Switches LFO 2 between a Sine and Sawtooth waveform, which in turn affects the shape of the Tremolo.

And there are some extensions to this patch that I’ve set up on the Thor Rotaries and Buttons which can be accessed by Showing the Combinator devices:

Thor Rotary 1: Frequency – Controls the Frequency of Thor’s Filter 3. Minimum is set to zero (0) and Maximum is set to 127.

Thor Rotary 2: Resonance – Controls the Resonance of Thor’s Filter 3. Minimum is set to zero (0) and Maximum is set to 96.

Thor Button 1: Vibrato Tempo Sync – Turns on the Tempo Sync for Thor’s LFO 2. When turned on, the LFO 2 Rate is tied to the song Tempo. When turned off, it is free-running.

Thor Button 2: Vibrato Key Sync – Turns on the Key Sync for Thor’s LFO 2. When turned on, the LFO 2 is re-triggered each time a key is pressed. When turned off, the LFO 2 wave is not re-triggered.

Hope you find this useful. Let me know what you think?

Reese Bass & Trance Lead

This time, I was trying out various Reese Bass ideas and other trance lead ideas after watching Hydlide do a few interesting tutorial videos on putting together a trance lead. So I thought I would try out creating some trancey sounds in a Combinator which everyone can use if they wish.

Download the RNS file and two Combinators (in a single zip file) here: trance-leads.

Description: This time, I was trying out various Reese Bass ideas and other trance lead ideas after watching Hydlide do a few interesting tutorial videos on putting together a trance lead. So I thought I would try out creating some trancey sounds in a Combinator which everyone can use if they wish.

Features: The Combinators are pretty simple. Mostly, they use saw waveforms which are detuned. Add in a few special effects and you have some highly customizable sounds. The Reese’s Pieces Combinator was created with a Reese Bass sound in mind, so it’s better if you use this in the lower registers of your keyboard. The Trance Lead Combinator is pretty much what it says on the tin: a Trance Lead. Here are a rundown of each Combinator’s controls:

Reese’s Pieces

Reese's Pieces - Just one of my takes on a Reese Bass
Reese's Pieces - Just one of my takes on a Reese Bass

Here’s how the patch was put together:

Pitch Bend: The pitch bend adjusts the Pitch up or down by 7 semitones.

Mod Wheel: The mod wheel is assigned to the Malstrom only. Index is increased, Shift is reduced, and the Filter is increased.

Rotary 1: Filter Frequency – This affects the Thor’s Filter 1 Frequency and allows you to play with the full frequency range. This knob is also tied to the ECF filter frequency which affects the sound coming out of the Malstrom in the same way. Essentially you can create a filter sweep with this Rotary.

Rotary 2: Resonance – This gives you a limited, but useful range affecting the Thor and Malstrom Resonance kn0bs.

Rotary 3: Unison – This Rotary affects the impact of the Unison affecting the Thor Oscillators. Fully left, and there is no Unison (fully dry), while turning the knob fully right provides you with a full Unison detuned sound (fully wet).

Rotary 4: + Shift – This changes the Shift of the two Malstrom Oscillators (A and B) from 0 to +63. You just have to try this out to hear for yourself. It’s a very interesting and quirky application to the sound. But I personally like playing around with this rotary.

Button 1: Twist 1 – This turns on the Thor Shaper. It provides a slightly overloaded or overdriven sound on top of all three sawtooth waves in Thor. It’s not overly heavy though, so it’s pretty safe to use. However, depending on how your Frequency and Resonance are set, this will affect how much you will hear the Shaper affect the sound.

Button 2: Twist 2 – This turns on the Malstrom Shaper. It provides an overdriven sound effect. This is much higher pitched or brighter than the Thor Shaper, so it provides a more distinctive sound. However, depending on how your Frequency and Resonance are set, this will affect how much you will hear the Shaper affect the sound.

Button 3: Reverb – Adds in a strong reverb sound, which I find is pretty common in these types of patches.

Button 4: Unassigned

Usage: You can use this any way you like. But mainly it can provide a very bass-heavy sound (my take on a Reese Synth Bass sound).

Trance Lead

A simple Trance Lead Combinator
My take on a simple Trance Lead with lots of parameters to tweak.

Pitch Bend: The pitch bend adjusts the Pitch up or down by 7 semitones.

Mod Wheel: Unassigned

Rotary 1: Bass Increase – As the name suggests, the bass is increased by increasing the Filter Frequency of Thor’s Filter 2.

Rotary 2: Motion – This affects the Motion of the Malstrom Oscillators A and B from -64 to +30.

Rotary 3: Reverb – Adds Reverb to the overall sound coming out of the Combinator. This is a Dry/Wet Reverb knob going from 0 to 70.

Rotary 4: Filter Sweep: This affects the frequency of all the Oscillators. Use this rotary to create a simple filter sweep for build-ups in your songs.

Button 1: FX 1 – Each of the buttons adds a specific effect which you may or may not like. I added these in as an afterthought just to provide more flexibility with the Combinator. Play around and experiment with them to see if they enhance the sound for you. Button 1 here Changes the Modulator A to Index from 0 to -64.

Button 2: FX 2 – Changes Thor’s Oscillator 1 Octave from 3 to 4. Also changes the Malstrom’s Oscillator B Octave from 4 to 5.

Button 3: FX 3 – Changes the Malstrom’s Modulator A to Shift from 0 to 22 and Modulator B to Motion from 0 to -10

Button 4: FX 4 – Changes the Malstrom’s Modulator B to Filter from 0 to -64

Usage: You can use this any way you like, but mainly it provides a basic trance lead sound.

Other Notes: For both Combinators, you can really change this sound around quite a bit just by playing with all the parameters. So you’ll have to experiment to find something that suits your taste. In addition, you can use the Frequency rotary to create a frequency sweep or build-up in your tunes.

As always, please let me know what you think or let me know if and how you use this in your own projects. Happy Reasoning!

Selectable Thor Filter

In this set of video tutorials, I’m putting together a Selectable Thor Filter (with Envelope). Select between the 4 Thor filters, adjust Frequency and Resonance, as well as apply the Thor Step Sequencer to gate the Global envelope, which in turn adjusts the Frequency, Resonance, or Chorus Modulation Amount. Also switch between any combination of all three envelope destinations. Fun stuff!

I’ve been working a lot lately with effects, and thinking about producing a refill in the near future. I’m not sure of all the details yet, but in its creation, I’m fashioning a series of FX and this is one of them: A Selectable Thor Filter (with Envelope). You can apply this filter effect as an insert Combinator in any part of your audio chain in Reason or Record.

Selectable Thor Filter (with Envelope)
Selectable Thor Filter (with Envelope)

Download the Combinator patch here in zip file format: selectable-thor-filter.

Basically, it uses the Rotary 1 to switch between Thor’s 4 filters. If the rotary is set to the fully left position (at zero), then the filter is bypassed. Rotary 2 and 3 affect the Frequency and Resonance, respectively, and the Mod Wheel pushes the filter drive harder.

The interesting thing about this patch is the use of the Global Envelope to affect a few different parameters of Thor’s global section. First, I’ve programmed it so that button 4 is a toggle that turns the Envelope On/Off (incidentally, it also turns the step sequencer Gate on, which is needed to control the gating of the Global Envelope in Thor). Then Rotary 4 affects the Envelope amount.

What’s cooler in my opinion is the use of the first three buttons. Button 1 sends the Envelope to the Chorus Mod Amount. In order for this button to function, you must first turn the Chorus On (via the third button). Thinking about this now, you probably could asign both the Chorus On and Envelope > Chorus functionality to the same button. But anyway….

The second button sends the Envelope to the Resonance. In order for this to be effective, the Resonance must be set to a value other than zero (on Rotary 3).

If you would like to know more about how this patch was constructed, I’ve posted a two-part video series on youtube below:

Part 1: Creating a Selectable Thor Filter

Part 2: Creating a Selectable Thor Filter (creating the Envelope switcher buttons):

Hope you find it useful. Let me know what you think?

Thor Bells, Pads & Oddities

Here are a few various Thor patches I’ve come up with in the past week. There’s 6 in total, with Bells, Leads, and Pad sounds. Some are eerie, some industrial, and the Bell sound is like a kid with a toy. Just some various sounds you’re free to use.

Download the zip file here: 6-thor-patches

Description: These are a few various Thor patches I’ve come up with in the past week. I was going to provide a few Thor patches to Robb’s excellent site: Reason Patch-A-Day (and yes, that’s a different Robb — you can tell because of the second “b”). However, I came up with more than I expected and so here are a few “extras” if you will.

There’s six patches in this zip:

  1. (Lead) Tightrope Bounce
  2. (Lead) Trance Trauma
  3. Throaty and Bouncy
  4. Footsteps Behind you in the Night
  5. Marauders
  6. Modular Bells

They are basic Thor patches. Feel free to use them in your own projects, and if you do, please let me know so I can post a link to your work here. Also let me know what you think. Comments and discussion are always welcome! And keep checking in here, because there’s much more in store and coming your way soon.

All my best!

Auto Glitcher Effect

This is a Combinator which can be used to apply some Glitchy fun to any audio source you throw at it. It uses a Scream Distortion unit, 3 delays, and 2 Phasers which are controlled by some Malstrom Curves.

Download the Combinator: Auto-Glitcher

Description: This is a Combinator which can be used to apply some Glitchy fun to any audio source you throw at it. It uses a Scream Distortion unit, 3 delays, and 2 Phasers which are controlled by some Malstrom Curves.

 

 Here’s the complete rundown of the Combinator controls:

Pitch Bend: Unassigned

Mod Wheel: Affects the Rate of the Modulation curve which is tied to the Scream Damage Type. Raising the Mod Wheel makes Damage Type switching faster. Lowering the Mod Wheel makes Damage Type switching slower.

Rotary 1: Don’t Touch!: This Rotary is tied to the Damage Type of the Scream, but is controlled by the Malstrom Mod A Curve, and so does not need to be moved.

Rotary 2: Don’t Touch!: Like the previous Rotary, this one is tied to the Body Type of the scream, and is controlled by the Mod B Curve of the Malstrom, so it does not need to be moved.

Rotary 3: Damage: This controls the amount of Scream Distortion Damage applied to the sound source. Turned fully right, and you’re applying about 50% of damage to the signal (64). Turned fully left, and you’re applying very little damage (10).

Rotary 4: Wave: This controls the Malstrom Wave type (Modulation A Curve) which affects the Damage Type selection on the Scream. You can scroll through all 32 different wave forms in real time.

Button 1: Synch Off / On: This turns on the Synch on the Malstrom’s Mod A Curve (which controls the Scream Damage Type switching). When pushed in, Synch is on. When the button is off, the Synch is off.

Button 2: Body Off / On: This turns on the Body section of the Scream. When pushed in, the Body section is on, when the button is off, the Body section is turned off.

Button 3: Multi / Single Delay: This turns on the Multi-tap delay. When the Button is left off, the last delay in the sequence is the only one on (providing a simple delay to your sound source. When turned on, you have a full-on Multi-tap delay assault, with two Phasers in the mix as well.

Button 4: Damage Off / On: This turns the Damage on or off. When the button is left off, the Scream is bypassed, and when the button is on, the Scream unit is left on. It’s worthwhile to note that if you turn off the Damage, The Mod Wheel, and all the Rotaries will do nothing to your sound. The nice thing about Button 2, 3, and 4 is that you can minimize or maximize the amount of Glitch that is applied to the sound. For example, if you want to hear only a single or multiple delay, just turn leave button 4 off. If you want only the damage with no multi-tap, just turn off button 3. And finally, if you want the damage without the body section, just turn off Button 2. In this way, you can control what effects you want applied to your sound.

Other Notes: Feel free to change any of the Malstrom Mod Curves to curves that you like. Of course, for the Mod A curve on the Malstrom controlling the damage type of the scream, you don’t need to change this curve manually. You can change this using Rotary 4 (Wave). Or, if you want, you can also map any of the Curves to the “Wave” Rotary and have them move in unison together (or flip the min/max settings to change things up a bit). Alternately, you can program Rotary 1 to affect both the Damage and Body Types on the Scream, which could free up a Rotary for you. However, it would also mean that the Body type and Damage type would be using the same curve to control both those parameters.

Let me know if you find this patch useful and if you have any other suggestions for ways it can be made better? Or if you have some suggestions for other ways to get some glitchy fun out of Reason.