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The Kyma Language for Sound Design, Version 4.5

The Kyma Language for Sound Design, Version 4.5

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down. At all other times, the amplitude of the unprocessed original is set to zero, so it won’t contribute to<br />

the result at all.<br />

Double-click on mid, and look at its Scale parameter:<br />

!Mid * (1 - !Bypass)<br />

This is what allows you to control the contribution of the midrange to the overall mix using the !Mid<br />

fader. Whenever the !Bypass button is held down, its value is 1; otherwise it is 0. So when !Bypass is<br />

held down, the amplitude of mid is zero, so it contributes nothing to the final result. This is a little trick<br />

that you can probably find other uses <strong>for</strong> in other circumstances. If you want an either-or condition, scale<br />

one <strong>Sound</strong>’s amplitude by !aGate and scale the other one’s amplitude by (1 - !aGate).<br />

create bypass button is a MIDIMapper used, in this case, to make !Bypass show up as a momentary<br />

button on the virtual control surface (rather than as the default fader controller). <strong>The</strong> syntax is:<br />

!Bypass is: (`Bypass type: #gate)<br />

It’s called a gate, because it stays at a value of 1 <strong>for</strong> as long as you hold it open; it doesn’t just send out a<br />

single 1 as a trigger and then return immediately to 0.<br />

Double-click the module called hi to see its parameters. This is a DynamicRangeController set up to act as<br />

a compressor. <strong>The</strong> idea is to compress the dynamic range of the signal so that there is less of a difference<br />

between the smallest and the largest parts of the amplitude envelope. It does this by tracking the amplitude<br />

envelope of the SideChain, and attenuating the Input whenever the amplitude envelope exceeds<br />

the Threshold. It is not a uni<strong>for</strong>m attenuation, however. It uses the Ratio to determine how much it<br />

should attenuate the Input.<br />

This particular Ratio value of 4/1, means that <strong>for</strong> every 4 dB increase in the amplitude envelope, attenuate<br />

the Input so that it will only increase by 1 dB. AttackTime and ReleaseTime control the<br />

responsiveness of the envelope follower on the SideChain: AttackTime the responsiveness to increases<br />

in the amplitude of the SideChain, and ReleaseTime, the speed with which the envelope<br />

follower reacts to decreases in the amplitude of the Input. <strong>The</strong> envelope follower introduces a small delay<br />

in the SideChain relative to the Input. You compensate <strong>for</strong> this by delaying the Input by the time<br />

specified in the Delay field; that way the attenuation will kick in at the right time, and not just after a<br />

change in the Input amplitude.<br />

Although it may seem counterintuitive that attenuating the strongest parts of the signal can make the signal<br />

sound louder, that is just because we haven’t gotten to the last parameter yet: Gain. Once you have<br />

compressed the range of the amplitudes, you can then apply a gain to all of the amplitudes. You can put a<br />

lot more gain on the signal without having to worry about clipping, because the largest amplitudes have<br />

been attenuated. <strong>The</strong> quieter parts of the signal are now louder relative to what they could have been be<strong>for</strong>e,<br />

which explains why the compressor emphasizes background noise, breathing, mouth clicks, etc. For<br />

percussive sounds, a compressor can effectively lengthen the amount of time that the sound is at a high<br />

amplitude be<strong>for</strong>e it decays into the background, giving the ear and the auditory system more time to<br />

register it as being loud, hence the “punchier” sound of drums or plucked strings when you put them<br />

through a compressor.<br />

Experiment with different settings on the DynamicRangeController by setting the following parameters<br />

to the following values:<br />

Parameter Value<br />

Threshold !Thresh * 0.1<br />

AttackTime !Attack * 0.1 s<br />

ReleaseTime !Rel * 0.1 s<br />

Delay !Del * 0.1 s<br />

Play the DynamicRangeController, and experiment by adjusting the faders on the virtual control surface.<br />

If you find a setting that you like, double-click on Brittle2 (the Preset module), and click on the button<br />

labeled Set to current event values. This will recall the current settings each time you play Brittle2.<br />

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