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Drum Layering on the MPC Renaissance & MPC Studio€¦ · MPC Renaissance & MPC Studio: Sampling Laid Bare (Demo) 5 Bit Crushed Drums 123 Effects in Sound Design 130 How to Create

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Page 1: Drum Layering on the MPC Renaissance & MPC Studio€¦ · MPC Renaissance & MPC Studio: Sampling Laid Bare (Demo) 5 Bit Crushed Drums 123 Effects in Sound Design 130 How to Create
Page 2: Drum Layering on the MPC Renaissance & MPC Studio€¦ · MPC Renaissance & MPC Studio: Sampling Laid Bare (Demo) 5 Bit Crushed Drums 123 Effects in Sound Design 130 How to Create

MPC Renaissance & MPC Studio: Sampling Laid Bare (Demo) 2

The MPC Renaissance & MPC Studio: Sampling Laid Bare (Example Content) This tutorial is taken from MPC-Tutor’s tutorial book ‘MPC-Renaissance & MPC Studio: Sampling Laid Bare’. This example covers drum layering, but the entire book includes step-by-step workshops in all aspects of sampling, sound design and program building in the MPC Renaissance and MPC Studio, covering a wide range of topics such as chopping, sample editing, building finger drumming kits, multisampling and creating realistic instrument programs. You can get more information about the book from MPC-Samples.com: http://www.mpc-samples.com/product.php/211/mpc-renaissance-mpc-studio-sampling-laid-bare/

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MPC Renaissance & MPC Studio: Sampling Laid Bare (Demo) 3

Table of Contents

Foreword 9

000 How to Use This Book 10

001 Getting Started 12

The MPC in a Nutshell 12 The Sampler 12 Pads & Programs 12 The Sequencer 13 Your First Project 13 Loading & Assigning Sounds 14 The File Browser 15 Navigating The File Browser 16 Setting Folder Shortcuts 16 Loading Sounds 20 Sampling Audio into the MPC 27 Record Sample Settings 29 Signal to Noise Ratio 31 Using Q Links to Change Parameters 32 Sampling Direct From Other Applications 35 Sampling Your Sound 36

002 Sample Edit Mode 39

Introduction to Sample Edit Mode 39 Sample Editing: Hardware vs Software 39 Edit Points 42 Adjusting the Start Point 46 Scrubbing Audio 49 Zooming In For Accuracy 51 Fixing the End Point 55 Discarding Unwanted Sample Data 60

The History Panel 62 Normalizing 62 Saving Sounds 63

003 Introduction to DRUM Programs 65

Understanding DRUM Programs & Banks 65

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Assigning Sounds to Pads in the Software 68 Loading Sounds From Expansion Packs 72 Assigning Via the Hardware 74 The Pad Assign Screen 75 Rearranging Pads 76 Pad Keys 76 Naming & Saving Programs 77 Saving Entire Projects 80 Auto Save 82 Loading Programs 84 Project Notes 85

004 PROG EDIT Mode 87

Creating Your Own Program 87 Discovering Program Parameters 88 Sample Layers 90 Level 94 Changing Layer Pitch 94 Adjusting Layer Panning 95 Shaping Sounds with Amp Envelope 96 Filters 98

005 Program-Based Sound Design 101

What is Drum Layering? 101 A Simple Drum Layer 101 Making Adjustments to Each Layer 102 Adding More Layers 104 Manipulating Stereo Width 105 Layer Panning vs Pad Panning 106 Layer Offsetting 106 Limitations of Pad Layers 109 Layering With Simultaneous Play 109 ‘Painting’ With Sample Elements 111 AD and ADHS Envelopes 111 Layering with Pad Start & Pad End 115 Applying Filters to Individual Layers 118 Using Panning to Avoid Phasing 119 Combining Layers & Simultaneous Play 119 Experimenting With LFOs 120 Tremolo Effect 120 Emulating Vinyl Crackle 122 Wacky Bass 123

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Bit Crushed Drums 123 Effects in Sound Design 130 How to Create Dirty Drums 131 Vintage Effects 135 Dynamics & Transient Shapers 136 EQ For Corrective & Creative Applications 140 Using Send Effects As Inserts 142 Resampling Your Sounds 144 Reducing Hot Signals While Sampling 146

006 Sample Processing 147

Emulating Vintage Sampler Crunch 147 Increasing Grit While Sampling 150

Sampling With Effects 151 Using Sample Tune to Add Grit 153

Emulating Scratching Sounds 153 Time Stretching 155 Looping Samples 157 Understanding Loop Points 157 Looping Drum Breaks 158 Setting Loop Start Point 164

Creating Loops With the Looper 166 Using Loops in a Program 167 Extending the Length of Instrument Notes 169 Differences Between Drum Break & Instrument Looping 169 Setting the ‘Looping Region’ 171

007 Chopping Part 1 180

Chopping Using Extract 180 Using the Dedicated Chop Mode 181 Threshold Chopping 183 Controlling Preview Playback 186 Adding Slices From the Hardware 190

Cue Play Mode 192 Split/Combine 194

End Point Dilemma 194 Converting Slices ‘Destructively’ 195 Crop Samples or Not? 196 Fixing the End Clicks 199 Working With Events 201 Editing Note Events to Change Existing Drum Hits 204 Overdubbing Additional Drum Hits 205

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Dealing with MONO Playback Issues 206 Applying a Quantize Template to Change Groove 208 Creating a Completely New Break 210

008 Chopping Part 2 214

Fine Editing Chop Points 214 The Shared Edit Point 217 The Speed Chopping Workflow 217 Unlinking Slices 218 Applying Processes to Slices 221 Patched Phrase 222 Tuning a Patched Phrase 224 Changing Musical Pitch of Notes in a Bass Loop 224

009 Building Advanced Drum Kits 227

Timbre Variation Using Multisampled Drums 227 Velocity Switching Pad Layers 228 Loading Using Shift & Drag 229 Performing Velocity Switches 233 Layer Switching 235 Muting the Open Hat 236 Mute Groups 237

Mute Targets 237 Program Mixer 238 Emulating Timbre Changes 243

Utilising Amp Envelope 245 Adding Random Play Emulations 246 Creating a Dedicated Soft Kick 246 Velocity Sensitive Timbre Emulations 246 Utilizing the LFO 248 Time Stretching The Open Hats 249 Dealing with Pad Sensitivity 250 Program Specific Pad Sensitivity 252 A Practical Kit Set Up 253 Setting Custom Pad Colours 253

010 Musical DRUM Programs & 16 Levels 260

Using DRUM Programs to Emulate Real Instruments 260 Amp Envelope & Sample Play Settings 260 Tuning a Sample Across the Pads 262 Monophonic Playback For Bass Programs 264

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Using 16 Levels For Instrument Performances 265 Understanding the Sequence Modifier Lane 268

011 Multisampling & Keygroup Programs 270

What is a Multisampled Instrument Program? 270 Creating Keygroup Programs 271 Musical Notes & Keygroup Pads 274 Creating a Piano Keygroup Program 276 Sourcing Multisamples 277 Setting Up Your First Keygroup 280 Adding Keygroups 283

MIDI Keyboard & MIDI Keys 286 Applying ADSR 287

Timbre Emulation Within a Keygroup 289 Utilising The Root Note 290 Tuning & Transposing Keygroup Programs 292 Using Filters & Effects 292 The Filter Envelope 297 Applying LFO 299 Pad Perform Mode 300 Playing Chords 302 Chord Progressions 303

012 Non Destructive Chopping Techniques 306

Introduction to Non-Destructive Chopping 306 Assign Slice to Pad 307 PROGRAM Chop Mode 311 NDC Over Multiple Layers 316 Chopping Musical Pieces 318 Lazy Chopping 321

Chopping By BPM 322 Chopping Using Pad Parameters 324 Experimenting With Your Initial Chops 326 Tightening Your Chops 328 Converting Non Destructive Chops 331

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013 Final Words 331

Appendix A: Setting Up Your MPC 333

Appendix B: Sequencing 101 345

Appendix C: MPC Resources 360

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Free MPC Tutorial: Drum Layering on the MPC Renaissance & MPC Studio

This tutorial is adapted from chapter 5 of my MPC Renaissance & MPC Studio tutorial book ‘Sampling Laid Bare’ (http://www.mpc-samples.com/product.php/211/mpc-renaissance-mpc-studio-sampling-laid-bare/), a book which covers all aspects of sampling, sound design and program creation in the MPC Software. In this short excerpt, I look at some of the ways in which we can use DRUM programs to design our own unique drum samples.

What is Drum Layering?

Drum layering is the skill of blending together two or more drum sounds to create a completely new sample; as a producer, it’s your way of defining your own unique drum sound. Drum layering can be as basic as taking a snare and a clap and playing them simultaneously, or it can be a more complex procedure where you carefully bring together many different sounds and textures to build an intricate collage, which can be further tweaked, eq’d and processed. Within an MPC DRUM program there are two distinct ways in which we can combine multiple sounds together, the first method utilises ‘sample layers’.

A Simple Drum Layer

Before we proceed, download the example files for this tutorial from http://www.mpc-samples.com/demos/sampling-laid-bare-demo-files.zip and extract them to your desktop. Now create a new blank project; in the MPC Software, either go to File > New Project or hit CMD & N (Mac) or CTRL & N (Windows). Now go to your Browser and navigate to the folder containing the example files for this tutorial. Load up the program ‘Drum Layering.xpm’ – to do this in the MPC Software, you can simply drag the XPM file directly to track 1 in the current blank sequence, as this will also make this newly loaded program the currently ‘active’ program for editing purposes. Alternatively, in your MPC Renaissance/MPC Studio controller, use the BROWSER to navigate to the tutorials folder, highlight the ‘Drum Layering.XPM’ file and press Load (F6).

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This program file has loaded a bunch of drum sounds into your project – there’s a kick on A01, a snare on A05 and a clap on A09 – these are going to be our reference sounds, and we’ll use these for comparison purposes during our drum layering experiments. Press the PROG EDIT button in your MPC Renaissance/MPC Studio to enter ‘Program Edit’ mode (if the Drum Layering program is not selected, use your cursor keys to highlight the very top row of your LCD and turn the data wheel until it reads ‘Drum Layering’). Each pad in our MPC has four layers, and each layer can hold one unique sample. The ‘default’ sample layer is layer 1, which is the ‘S1’ parameter in the Samples screen (F2).

Select pad A06. Assign the wood_snare sample to layer 1 (this is the same snare that is already on pad A05). To do this, you can use the CURSOR buttons to navigate to the S1 field on your LCD screen and then spin the data wheel until the wood_snare sample appears, or you can just spin the Q13 Q-Link dial (on the MPC Studio, this is the top Q Link dial). Now let’s assign the classic-clap sample (which is also already on pad A09) to layer 2 (S2) on pad A06. To do this, press pad A06, cursor down so that ‘S2:’ is selected and spin your data wheel until it reads ‘S2: classic-clap’ – or use the Q9 Q-Link (the Q-Link second from the top in the MPC Studio).

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Once this is set, just hit pad A06 and you'll hear both sounds play together - congratulations, you've just layered two sounds. The end result is a completely different sounding snare (or a different sounding clap, depending on which way you wish to look at it!). Now compare this new sound on A06 to the original reference files on pads A05 and A09. Of course, this is as basic as layering gets – however there are a few ways we can start ‘tweaking’ this layered sample, and one is to manipulate certain parameters on each individual layer.

Adjusting the Level

I feel the clap is perhaps a little too loud compared to the snare, so to reduce the volume of the clap sample on layer 2, grab the Q12 Q-Link or cursor navigate over to the ‘Level’ parameter for layer 2 and turn the data wheel anti-clockwise to set a level of 85. Have a listen to the result. Now you might feel that the clap sample cannot be heard anymore – however, we have our reference pad on A05 which only contains the raw snare, so compare this to our layered pad A06 and you’ll hear the subtle difference this clap is making to our snare sound – it’s giving it more body and crunch.

Changing the Pitch (Tuning)

We can also adjust the tuning for each layer independently. Let’s do this on pad A07 – however, I want to start with a ‘copy’ of pad A06. Rather than recreate all the existing sample assignments and level settings manually, we can use the ‘Copy Pad’ screen by double tapping the PAD ASSIGN button (or use SHIFT and PAD ASSIGN).

Hit pad A06 to set this as the ‘From Pad’. This means you will be copying the entire pad, including sample assignment and all program parameters. Now cursor down one line so ‘To Pads’ is selected. You’ll see a long white rectangle appear.

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You can now hit any pads you wish to copy pad A06 to – you can select one pad or multiple pads. We’re just going to hit pad A07 (if you make a mistake and hit the wrong pad, simply hit it again to remove it from the list). Now press Do It and PROG EDIT to return to program edit mode.

Faster Pad Copying

As we saw in a previous chapter, we can perform very quick pad copying in the MPC Software by holding down CMD (Mac) or CTRL (PC) and simply dragging the pad we wish to copy directly to the blank pads we wish it copied to. So to copy A06 to A07, hold down CMD/CTRL and drag pad A06 to A07.

Let’s go back and select our layered pad A07 and change the ‘Semi’ value for our clap on layer 2 to -5. Now listen to the way it has changed our snare-clap drum layer - it gives the snare extra depth and even more ‘body’.

Adding More Layers

Let’s add an additional layer to our drum layering experiment. Once again, let’s use the ‘PAD COPY’ screen, but this time copy pad A07 to pad A08. Back in the PROG EDIT > Samples page, let’s assign clap_decay to layer 3 of pad A08. As before, you can either cursor down to the S3 parameter and spin the data wheel, or use the Q5 Q-Link. This clap sounds a bit loud, so adjust its level to 83.

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Drag & Drop To Layers

Within the computer environment, we can drag and drop samples from the File Browser directly to a specific layer on our pad. While dragging your sound to a pad, hold down the shift key on your computer keyboard. You’ll see a red bar appear on the target pad:

Simply move your mouse up and down the pad and you’ll see there are four possible positions shown – to assign a pad to layer 2, simply release your mouse while it hovers over the second red layer (keep shift held down).

Additionally, you can drag multiple sounds to multiple layers. CMD (or shift) click to select multiple sounds from the BROWSER, then drop them onto a pad while still holding down your computer shift key. Unlike our previous examples of dragging multiple sounds from the BROWSER (which upon release assigned the samples to consecutive pads), by holding down the shift key you instead instruct the MPC to assign these sounds to multiple layers on a single pad, starting at the layer you are pointing to:

If there’s more samples than available layers, the spare samples simply get put on the layers on the next pad.

Manipulating Stereo Width

A common trick in drum layering is to pan each layer in a different part of the stereo field, giving your resulting sound much more complexity – it also gives you an opportunity to transform a collection of mono sounds into a single stereo

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sound, as currently all the sounds we’ve used in pad A08 are all in mono, so the resulting pad sound is still mono. Copy pad A08 to pad A12 using the pad copy screen. Back in PROG EDIT, go to the Pan Vel screen (F3), select pad A12 and adjust the ‘Pan’ for the clap on layer 2 (S2) to be 15L, and the ‘Pan’ for the clap on layer 3 (S3) to be 25R. Have a listen to the result and compare it to the original on A08 – try listening to it on headphones to hear the difference. The new sound on A12 has much more presence and stereo width.

Layer Panning vs Pad Panning

In addition to panning and adjusting the level of individual layers, you can adjust the level and pan of the entire pad within the ‘Master’ screen (F1)

Adjusting the pan or level here will change the panning and level of all layers together in addition to any existing level and pan adjustments within the layers themselves. So once you’ve create a layered sample using the stereo width technique just described, you can then pan the entire ‘sound’ independently.

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This type of full pad panning/level control is of course also readily available in the dedicated program mixer which we’ll look at later.

Layer Offsetting

MPC Software 1.8 saw the introduction of a new feature called ‘layer offset’. This feature allows us to delay the playback of the sample assigned to a layer. Firstly, assign the classic_clap sample to both layer 1 and layer 2 on pad A11. Listen and you’ll hear a louder version of the clap on pad A09 (it may also sound a little phased). Now let’s adjust the layer offset on pad A11. In the MPC Software you’ll see the offset settings highlighted below:

To access the offset settings in the LCD, first press Samples (F1) to view the standard Samples screen. Notice how the ‘Samples’ tab has four squares underneath? These are the sub tabs to allow access to additional features – to access the second sub-tab, press F2 once again:

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In the MPC Software, this has the action of simplifying the Prog Edit display to remove unnecessary clutter:

As the tabs show, there are 4 different displays available, each one optimised for different parameters:

If you press each one you’ll see that the MPC Software reveals and hides different elements each time. To return to the full display, just hit the initial tab with the black triangle within it. For the moment, leave tab 2 selected. What we want to do now is to offset just one of the layers so it ‘comes in’ a little later compared to the other layer. To do this, select the Offset parameter for layer 2 (S2) and start turning the data wheel anti-clockwise so the offset value is becoming increasingly negative. You can change the offset value more quickly by using Q-Link Q12 or with your mouse in the MPC Software – hover over the offset area until you see the up/down arrow cursor appear; now click and drag down to lower the value, or drag up to increase the value.

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You can also enter a value by left clicking in the offset box, entering the number required and hit the return key on your computer. At lower negative values (e.g. -120), the two layers are just phasing, however as you reach -1200 or greater, the phasing is gone and now we are instead getting a different type of sound. This is the familiar ‘dragging’ clap sound. Pick a value that sounds good to your ears, I set mine to -1427. But don’t forget to experiment with even greater negative offsets, for example -5838 exaggerates the delay effect between the two layers and gives another interesting variation (I’ve placed this version on pad A3). Finally let’s reduce the overall level of this entire pad as the layering has increased the output level a little, so go to the Master screen (F1) and set the Level to 76; the levels on pad A11 and pad A09 are now very similar.

The Limitations of Pad Layers

So far in this chapter we have been modifying each layer in our pad slightly differently using panning, level and tuning. But what about applying something like a low pass filter to only one layer? Well unfortunately that’s just not possible – program parameters such as filters and amp envelope are applied to the entire pad, they cannot be applied to an individual layer – it’s all layers, or nothing. This is definitely not ideal, as when performing more advanced drum layering techniques we would want to ‘shape’ and effect each layered sample differently – for example, we may want to build a layered snare that used the ‘crack’ of one snare sample, mixed with the body of a clap sample and the decay of a rim shot. We can do this using the ‘Amp Envelope’ that we discussed in previous chapter – but in order to do this, we’ll have to look at an alternative function found in DRUM programs.

Layering With Simultaneous Play

Simultaneous play is where we configure one pad to automatically trigger the simultaneous playback of up to four other pads. Using this method we can ‘layer’

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together entire pads rather than just the sample layers within a single pad. This way, we can shape each individual pad using every single program parameter available to us, and then layer each pad together to create some pretty awesome layering possibilities. Select pad A13 and assign the wood_snare sample to layer 1. Now select A14 and assign the classic_clap sample to layer 1. These are going to be the pads we trigger using simultaneous play. Select pad A16 and in Prog Edit, press ‘Master’ (F1):

You’ll see this in the MPC Software:

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At this point, remember that pad A16 currently has no samples assigned to it, so hitting this pad produces no sound at all. The ‘Simultaneous Play’ option is simple to use. Cursor down to ‘Sim Play 1’ and change this from ‘Off’ to A13. Now trigger A16 again, and you’ll hear the wood_snare assigned to A13 play back. All that is happening is that whenever pad A16 is played, it ‘simultaneously’ triggers pad A13 as well. With A16 selected again, set the ‘Sim Play’ slot ‘2’ (Q6) to read A14 (the pad containing classic_clap).

Now when you re-trigger A16, you can now hear the sounds on A13 and A14 play together. Just remember that only A16 will trigger A13 and A14 pads simultaneously. Now, obviously any parameter changes you make to A13 and A14 will also affect our ‘simultaneous play’ pad A16. So, go to Samples (F2) and drop the ‘Semi’ value for the clap on A13 to -5 and now have another listen to A16. At the moment this actually just seems a more convoluted method of creating the exact same layered sound we previously made on pad A07 using ‘sample layers’ – compare A16 to A07, they are identical. However the real benefit of using Simultaneous Play is that we can now start using the ‘pad’ parameters like filters and Amp Envelope to shape our ‘layers’ individually.

‘Painting’ With Sample Elements

By manipulating the attack and/or decay on one (or both) of the samples in your layer, you can mould each layer exactly to how you want it and then ‘combine’ your two moulded sounds via ‘Simultaneous Play’ in pad A16. Select the clap ‘clap_decay’ on A14 and go to the Flt Env screen (F4). We’re going to use the default ‘AD’ (Attack-Decay) envelope. Now begin hitting pad A14 while you slowly and gradually adjust the Amp Attack value (Q1), continually previewing the pad while you do. Carefully listen out for the point

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where the attack of the clap is effectively removed – a setting of 78 should do the trick. So here on pad A14, we have created the ‘decay’ part of our layered sound. Now over to the snare on pad A13, where I want to keep that lovely attack and lose the decay. This time, let’s use the other Amp Envelope available to us – the AHDS envelope. To access this, we need to change the Amp Envelope ‘type’. To set this in the LCD, first press the Flt Env button (F4) and notice that the WINDOW button lights up. Hit WINDOW and you’ll see the following:

To enter AHDS mode, set ‘Volume Envelope AD Mode: OFF’ (this should probably be called ‘Amplitude Envelope AD Mode’) and press CLOSE. You can also do this direct in the computer by clicking in the red square at the top right of the AD envelope to make it white:

Take a look at the waveform. We now have four parameters to adjust. Attack is the same as we’ve seen in the AD envelope. We then have hold (H), decay (D) and Sustain (S). Let’s see how these all work to allow us to ‘shape’ our snare. Firstly, turn Q4 anticlockwise until the sustain value is down to zero:

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If you listen to pad A13, it’s nothing but a short click. By giving the sample no sustain whatsoever, we’ve removed pretty much all the sound from our sample apart from a very brief initial attack. Now turn the decay (Q3) to a value of 59:

If you preview A13 now, you can hear a bit more of the attack. As you can see from the envelope graph, the decay is controlling the way the sound makes it’s way to the sustain portion of the envelope. The higher the decay value, the longer it takes for the sound to reach the sustain you’ve set. With a sustain of zero, the decay portion is basically controlling a standard fade out, similar to the decay of the AD envelope. Now I want to hear a bit more body from our snare, so gradually increase the ‘Hold’ value using Q2 to a value of 16.

As you can see from the graph, the hold value is literally ‘holding’ the initial volume before letting the decay portion take over. The higher the hold value, the more of the sample will play before it enters the decay portion of the envelope. Preview A13 and you should hear that by ‘holding’ the sample for a while, it’s allowing us to control the amount of snare ‘body’ that will be heard before the sound fades out in the DS portion of our AHDS envelope.

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This is pretty sweet as it gives you a very nice way to precisely mould your sounds. Compare the snare on A13 to the original snare on A05. Our new version is tighter and has minimal decay – it’s mostly attack and body. If you wanted more body, simply increase the hold value a bit more. If you want a longer decay, increase the decay value.

AD Envelope – AHDS in Disguise?

Remember in chapter 4 we saw that our AD envelope has the option to decay from the start or from the end? Well that option is basically a way of controlling the ‘hold’ value, albeit only giving you two more extreme options – ‘Decay from End’ is basically an AHDS with a long hold value, while ‘Decay From Start’ is a AHDS with a very short hold value. However, with the full AHDS option, you have much finer control over the actual hold length, as well as having the option to choose a sustain value other than 0.

If you wanted more body, simply increase the hold value a bit more. If you want a longer decay, increase the decay value. Have a listen to the layered sound on A16 and compare it to the ‘sample layer’ version we made previously on pad A07. Our new A16 version has a much more natural sounding body portion as basically we’ve reduced the overlap of the two samples in this central area. You can now tweak your Amp Envelop settings on each pad to adjust the end result to your exact needs. And there's no need to stop at snares and claps - try the same technique with kicks. Take a booming bass drum and layer it with a thin old vinyl kick - try shaving off the attack on the booming kick and maybe take a little decay off the vinyl kick and you should get a nice crunchy kick drum with plenty of low end.

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Directly manipulating the envelope waveform

An alternative method of setting the envelope parameters is to use your mouse – simply left click on the relevant parameter point – in the picture below, I’m dragging the attack point to the right:

Layering With Pad Start & Pad End

MPC Software 1.8 introduced another way to ‘paint’ with sample layers, this time using the ‘Pad Start’ and ‘Pad End’ program parameters. In Prog Edit, press pad A04 and then assign the wood-snare sample to layer 1 and the classic-clap sample to layer 2. Now select ‘Samples’ tab 3, by either using the MPC Software tab navigation or by pressing F2 until the third square is highlighted under the Samples tab (i.e. the ‘Offset’ page).

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Here’s the LCD display:

If you try to change the pad start or pad end values you’ll quickly discover that they are currently non-editable. To activate them, we have to temporarily switch to tab 2 in the Samples screen:

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Here set the ‘Slice’ parameter from All to Pad. Now return to tab 3 and you’ll see that any layer with a sample assigned is now visible and editable.

The ‘pad start’ and ‘pad end’ settings allow us to set unique start and end points for a sample, but only for this specific layer on this specific pad. These settings have no effect on the start and end point we set for a sample in SAMPLE EDIT and hence do not affect the start and end points of any other instances of pads using these same samples. So using these settings, we can effectively playback a trimmed version of each sample specifically for this pad without having to resort to the old method of making multiple copies and then editing those copies.

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Here I am going to perform a similar task to the envelope ‘painting’ we did earlier, but this time I’m going to isolate the desired portion of each sample using the pad start and pad end points on each layer, thus negating the need for using simultaneous play settings over multiple pads. First let’s set up the wood-snare sample. Go to Samples tab 1 and set the Level for layer 2 to 0, so when we preview pad A04, we are only hearing layer 1 (the wood-snare). Now return to Samples tab 3 and start reducing the Pad End value down from 20571 using Q16 via the hardware or by using your mouse in the MPC Software to left click drag the value down. Notice that in the software there are two different mouse cursors depending on where you position your mouse. If you place your mouse at the bottom of pad end value, you get the following:

This is for large number changes – to reduce the value, click and drag to the left. If you hover your mouse higher, you get this cursor:

This cursor allows for smaller changes – this time click and drag down to reduce the value. For maximum control, highlight the Pad End parameter in the hardware and use the data wheel to change the value in single units. As you reduce the pad end value, keep on hitting pad A04 to hear the effect this is having. As we did with the decay envelope previously, we now want to isolate only the initial attack portion of this sample. I found a value around 1760 worked well. Now briefly return to Samples Tab 1, set the layer 1 level to 0 and then return the level for layer 2 to 127. Now when you preview pad A04 you can only hear layer 2.

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Let’s repeat the procedure for the classic-clap on layer 2, but this time we’re going to isolate the decay portion. To do this, start increasing the pad start value, using Q15 or via the MPC Software using the mouse drag option as before (this time drag either upwards or to the right). Once again, as you increase the value, keep previewing by hitting pad A04 until everything sounds good. I used a value of 1552. All that’s left now is to ‘mix’ the two layers together, which can be done in the main Samples tab 1 screen using the Level settings for each layer. An interesting way to do this is to set the layer 1 level to 127 and layer 2 to 0, then while previewing continually on pad A04, start increasing the level of layer 2, gradually bringing up the level of the clap decay until it mixes perfectly with the snare attack. I set the clap layer level to 110.

The Next Level

This tutorial was adapted from chapter 5 of my MPC Renaissance/MPC Studio tutorial book, ‘Sampling Laid Bare’. Also discussed in this chapter are more advanced aspects of program-based sound design including the use of filters in drum layering, combining both ‘Sample Layers’ and ‘Simultaneous Play’ to produce much more complex drum layering experiments, the use of LFO for advanced modulation-based sound design, and using insert effects such as compression, EQ and distortion to create a variety of essential sounds. The entire book includes step-by-step workshops in all aspects of sampling, sound design and program building in the MPC Renaissance and MPC Studio, covering a wide range of topics such as chopping, sample editing, building finger drumming kits, multisampling and creating realistic instrument programs. You can get more information about the book from MPC-Samples.com: http://www.mpc-samples.com/product.php/211/mpc-renaissance-mpc-studio-sampling-laid-bare/