The workflow: from init patch to finished sound
Fourteen lessons condensed into one repeatable design loop, carrying the numbers each of them left you.
You now have the whole map. Every parameter page on every device in this catalog is assembled from things this course covered: a source with a harmonic recipe, a filter, envelopes, LFOs, sends, and a sequencer that can lock any of it per step. What is left is order of operations. The loop below is the order this course used, and each stage depends on the one before it having gone well.
The six stations of the loop, named after the page keys they live behind on the panel, with the lessons that built each one. The amber leg is the one that gets skipped: once the sequencer has variation in it, the source usually wants revisiting, and the walk starts over.
The design loop, in course order
- SRC — pick the raw material (lessons 2 and 9–12). A filter can only remove harmonics that are already there, so the source sets the ceiling for everything downstream. A 110 Hz sawtooth arrives with around 180 partials inside the audible range; a square brings the odd ones. FM at ratio 2.00 builds that same odd-harmonic stack out of two sine waves, and 3.50 leaves the harmonic grid for bell tone. A sample brings a recipe from the world along with a fixed length. Grains cut a recording into pieces of 10 ms to 2 s.
- FLTR — set the character (lesson 4). Cutoff is a frequency in Hz, so point it at the material you want kept. On that 110 Hz sawtooth a low-pass at 800 Hz leaves seven partials and a woody tone; at 2 kHz the sound only loses its edge, and below 150 Hz little but the fundamental survives. A high-pass at 40–100 Hz on every part except the bass clears rumble without touching notes. Resonance lifts a peak at the cutoff: 6 dB at Q 2, 15 dB at Q 6.
- ENV — shape it in time (lessons 3 and 5). The amp envelope decides pluck against pad, and a sound that feels wrong usually has the wrong envelope rather than the wrong source. Then aim a second envelope at the cutoff: park FREQ at 300 Hz, open to 3 kHz, decay in 200 ms, and that is the plucked bass. Give the same pair a 1.5 s attack up to 5 kHz and it is a pad that brightens as it arrives. Keep the amp envelope longer than the filter envelope, or the second half of the sweep plays into silence.
- LFO — add motion (lesson 6). One slow LFO under the surface, well below the 20 Hz line where movement turns into timbre. 0.1–1 Hz on cutoff keeps a pad from standing still, and at 120 BPM one cycle per bar is 0.5 Hz. 4–8 Hz on pitch is vibrato and on volume is tremolo. Set the depth where you first notice the sound is alive, then halve it.
- FX — place it, then glue it (lessons 7 and 8). Wet is a distance control, and in a finished mix 10–30% wet keeps the dry signal in front. A delay at 375 ms is the dotted eighth at 120 BPM; a hall at 1.8–3 s of decay puts the tail into the arrangement as a part of its own. Drive does most of its bending in the low half of its 1 to 25 range and adds harmonics without adding level. Compression works on the space between hits, so judge it on density rather than on volume.
- SEQ — write the variation in (lessons 13 and 14). Lock the accents to their own values, drop PROB below 100% on the ghost notes, and give one or two trigs an A:B condition so this bar differs from the last. The sequencer is the final synthesis stage, and it decides whether the pattern is still worth hearing after four minutes.
One pass through the loop, on a plucked bass. Start on a sawtooth at 110 Hz. Park the filter at 300 Hz, which leaves the fundamental and the second harmonic and sounds dull on purpose. Add a filter envelope that opens to 3 kHz and decays in 200 ms, then give the amp a 5 ms attack and a 300 ms decay so a note is still there under the sweep. Put an LFO on cutoff at 0.2 Hz, at a depth you have to hunt for, which stops the repeated note from being bit-identical. Send a little to a 375 ms delay at 15% wet. Add drive at 6 and listen for density rather than volume. Then place the part: four trigs, a TUNE lock on three of them, PROB 75% on a fifth ghost note, and 2:2 on one accent. That is ten decisions, and each of them came out of a lesson above.
Run that loop on any of the four machines and you are walking the page row from left to right. TRIG, the source page, FLTR, AMP, FX and MOD are the same stations printed on the panel in the same order. The engines underneath are different. FM TONE assembles its recipe from four operators and Digitakt II assembles one from a recording, and both then hand the result to a filter, an amp envelope and a send. That is why a patch you can describe on one device can be rebuilt on the next.
The loop closes where lesson 1 opened. NOTE on TRIG page 1 is a frequency choice, and frequency was the first of the three properties that lesson named. VEL is the second one, amplitude. Everything in between was the third, timbre, taken apart into the pages that build it. The next sound starts at SRC again, with a better idea of where its ceiling is.
The course opened on a NOTE parameter, which was one frequency choice on one step. It closes with four machines you can read. The links below are those four, each opened at the page it does best: