So I’m stuck at home, sick as anything with bronchitis. But the good thing is that I get more time to work on my music. This happened when I was working on Inside The Beat, and I remember making a lot of progress in between playing GTA4 and laying down. Today was unusual in that I managed to complete an entire song in less than 24 hours. This is really rare for me, but I’m attributing it to some new software and my more experimental approach to music lately.
I’ve also been organizing my tracks differently in Sonar lately. Like with the drums, I’ve been splitting things up so that individual elements are on separate midi tracks. So for example, I might have a track for high hats, one for the crash, one for other sounds, and one for the kick/snare beat. Each track still points to a single instance of Battery (my drum machine software), but this lets me chose what elements I want to combine as I move blocks around. I’ve also been doing this with MIDI control messages for synths, where I’ll make a separate MIDI track for drawing controller envelopes, while the note data remains in the original one.
The song I wrote today was heavily inspired by a group called Autechre. They do cool experimental and IDM stuff where they mess with beats, rhythms, pitch, and just about anything else. My song mainly drew from their unusual song structure and rhythms. It also draws on some of my usual Kraftwerk influence.
To create the drum track I used this really interesting sequencer/sound generator in Reaktor called Newschool. I say “interesting” because that’s just about the best way you can describe it. The thing uses Conway’s Game of Life to drive its sequencer, which feeds into a tone generator that uses sine waves in conjunction with multiple forms of modulation. So basically it’s a groove box designed around a simulated artificial organism. Crazy sounding, isn’t it? Here’s a screenshot:

So the grid on the left is where you draw the initial starting cells for the automaton. When you run the thing, the cells follow the rules for Conway’s Game of Life and evolve over time, which is what you see in the grid on the right. The Offset and Length control how many cycles the automaton goes through before looping back through (assuming it’s set to loop and not go on forever). You can also change the step quantization (here set to a 16th note) to change how often the automaton cycles.
The tone generator is below. The left side is where you set parameters for the eight voices like pitch and whatnot, as well as some modulation. The right side has additional modulation options to really play with the sound. Both sides can be controlled by their own independent LFOs.
So how does it make sound? Well, see how the right grid has all those colored dots? Those correspond to the voices below. I’m not sure exactly how it figures out when to trigger a voice, but I think when a cell becomes active on a dot in a given cycle, it has a certain chance of triggering the voice, which I think is controlled with the “sens” knob (short for “Sensitivity”, I’m guessing).
Anyway, I used a custom patch in Newschool to create a drum track in my new song, which I then layered with some additional sounds from Battery to fill it all out. To keep things sounding interesting I added some filter and other effects to both sets of drums, as well as a transient shaper on the Newschool drums to increase their bite.
I’m not sure the song is totally finished yet. Usually what I do is I finish a song, do an initial test in my car (which has some pretty decent subwoofers), go a few days without listening to it, then test it again on a few different speaker systems. This helps me determine if the song needs any change to its structure, or if there’s any mixing/mastering problems with it.
Now to decide on a title…