A couple of suggestions: 1. Use 2 VCOs with hard sync and tune the slave VCO high to get some high overtones, then control its volume from a mod wheel. Run it through some distortion and echo, and crank the wheel up to emulate harmonic feedback on longer notes. 2. Set pitchbend if possible to be a whole step in the up direction, but 2 octaves on the down direction for whammy bar effects. Dave Bradley Principal Software Engineer Engineering Animation, Inc. daveb@... > > From: "Brousseau, Paul E (Paul)" <PaulBr@...> > > First off, appologies to Paul S. for my last e-mail-- I sent it before > reading your request to stay on topic. My mistake. > > And now, drum roll please, some MOTM content! :) Last night I > plonked down > in my studio with the lofty goal of creating some kind of lead > sound akin to > a heavily processed electric guitar, at least in terms of the level of > distortion, tone, sustain-character, etc. I ended up with a noisey bass > patch that sounded really bad at higher pitches. Go figure. > > Does anyone have any ideas / hints on how to go about this? Part of the > problem might be in the controller... a keyboard limited to velocity I > suppose doesn't lend itself well. But at the same time, there isn't much > controller interaction when you simply pluck an open guitar > string-- it's in > the strings refractions and the electronics / signal path. So, > back to the > question... any hints on the basic sound? How do I patch up a MOTM system > to this effect? Thanks!! >
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RE: Guitar sounds
2000-02-16 by Dave Bradley
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