http://razmo.ziphoid.com/EnchantedGlass
A new program I'm working on... wanted something that sounded a bit like when you rub a glass... think it went allright.
I'm still amazed all the time when I realize how many different sound textures the REV2 is capable of shaking out it's sleeve... the demo has a tiny bit af external reverb on it though. There are a bit of voice stealing going on in the demo above as I'm using both layers for this sound, and with it's extremely long release time, 8 voices is a bit on the low side, so have to be careful how you play this sound
Nice. Is that mostly triangles with a filter key amount reversed?
It's a lot of things really... one layer takes care of the sine-like sound of the "glass" by using the filter in self oscillating mode, with an oscillator added (triangle) for movement... but also a bit of AudioMod is used, plus the RingMod FX...
Layer two is set with almost the same as layer A, but is tweaked to get an inharmonic timbre layered... this is what makes the "glass roughness" timbre ...
Cool stuff!
I'm sorry if my explanations sometimes does not reveal everything... the reason is that when i do sound design, I usually work more than 1 hour on a sound from scratch... I never go for anything specific, I simply just experiment along the way, and sometimes a particular interesting sound comes by all by itself... thus, the timbres are usually a result of multiple parameters acting together, so it's really hard to describe "how I got that glassy sound" because i actually tweak and tweak and tweak parameters again and again, and the right sound may sometimes be a matter of many parameters acting together with only miniscule adjustments completely changing the feel and timbre of the sound... that is why I cannot creaate my sounds on the interface of my synths, and why I constantly make editors for my synths... i simply NEED to have every single parameter on the screen at the same time so that i can very quickly change a parameter... in my REV2 editor, I actually have ALL parameters visible at the same time... both layers! ... this is also why SysEx implementation is crucial for me in any synth I own (and have owned).
Using this way of creating sounds actually mean that my sounds are usually "unique"... I did not get to them by planning much... in essence, many of the sounds are so complex in the way the parameters interact that I cannot boil an explanation down to a specific trick i use... I can actually not replicate any of them because I create them this way... I'd simply have to go back to them, and start analyzing them, if I wanted to explain them, and even then, it's hard.
So my best suggestion if anyone wants to know "how I did that or this", would be to study the preset in question when the bank is out... I actually have only few trick in my "sound design bag" that I use often... in fact, what i really like about sound design is to experiment, not going for a sound in a specifically planned manner... this is much more me... in many cases, if I start out trying to create something in a planned manner, I usually end up with something completely different anyway... I simply "go by ear"...