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The Making of: Dropp


drillkicker

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The 2d.wave~ splits a wavefile into n slices.

 

The y-axis controls which slice is played.

 

If you had a 4/4 drum loop and split it into 4 sections, then 1 slice = 1 beat:

Setting the y-axis between 0.00 - 0.25 would play the 1st beat (1st slice)

Setting the y-axis between 0.25 - 0.50 would play the 2nd beat (2nd slice) etc

 

Forgot to reply to this. Thanks for the explanation!

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The 2d.wave~ splits a wavefile into n slices.

 

The y-axis controls which slice is played.

 

If you had a 4/4 drum loop and split it into 4 sections, then 1 slice = 1 beat:

Setting the y-axis between 0.00 - 0.25 would play the 1st beat (1st slice)

Setting the y-axis between 0.25 - 0.50 would play the 2nd beat (2nd slice) etc

 

Forgot to reply to this. Thanks for the explanation!

 

I forgot to reply to that as well. I tried it out with a simple metro and RNG and it sounded pretty interesting. Lots of possibilities to be explored there.

 

Notice how every now and then, the swirling and wooshing noise sort of stops abruptly, and the noise becomes much more iterative and percussive, whilst also slowing down; you can hear this at 0:47, 0:59 etc. Once again, that sort of sound and manipulation doesn't make me think of FM.

I assumed that was caused by some sort of LFO that was on the sound. Now that you mention it, it actually does sound like a pattern that's being hacked up and replayed by a 2d.wave~. Maybe they even have sah~ objects driving the parameters of the 2d.wave~. Fuck, this is getting me excited.

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