GraysonPeddie wrote: ↑Sun Apr 10, 2022 2:03 am
folderol wrote: ↑Sat Apr 09, 2022 7:26 pm
A bit of an aside.
I just tried using the Natural Drum Kit (not sure if it's supplied with Zyn) and just for the kick drum as an experiment set the 1st effect to Hall 2 reverb, then the second effect to Cathedral 1 reverb and on this one wound the wet/dry considerably towards wet, and also increased the reverb time. Got pretty close to what you seem to be after.
GraysonPeddie wrote: ↑Tue Apr 05, 2022 9:30 pmI'll need more than 3+ insertion effects units per instrument though.
In other words, a single EQ for shaping the tone, a soft distortion for even more tone-shaping, and two reverb effects which in total will be 4 insertion effects. ZASF only has three per instrument/part so if I need two reverb units, I'll have to sacrifice either the EQ or the soft distortion unit. What if I need a bit of chorus? Make that 5 or how many more I wanted to shape the tone and timbre of the drum. I even might to assign effects to different layers for even more flexibility for how a cinematic percussion should sound. One feature I would like to see is the ability to change the intensity of an effect based on velocity; thus, making effects as part of an instrument as a whole.
Here is a video of what I'm talking about (11:16: Nose to Delay Time!):
https://www.youtube.com/watch?v=3cFK3MApzco
OK. I think I can see where you're coming from.
However, in place of EQ why not use the filters? This can give Low Pass, High Pass, Band Pass, Band Stop Options (to say nothing of Formant)! Also, velocity sensitivity for that at least. If you're using AddSynth you effectively have 2 filters in series. One for the individual voice, and the global one.
Various Chorus modes can be easily obtained in AddSynth by enabling Unison.
Finally, the most neglected feature of all for adding character is Resonance. Hardly anyone uses it, but it's incredibly effective. I've used it to turn a meh flute-like sound into a flute