Ableton Live 10 ~ Collision

Ableton Live 10 ~ Collision

Video

00:23 = Overview
00:55 = Excitator
04:23 = LFOs
05:31 = MIDI
05:57 = Resonators
12:16 = Output

Overview

Ableton Live 10’s Collision is a synthesizer that simulates the characteristics of mallet percussion instruments.

It produces sound by feeding a pair of oscillators, Mallet & Noise, into two resonators which have a great impact on the sounds timbre. It also comes packed with modulation features via the LFO & MIDI parameters.

Overall, Collision can produce some very precise attack-like sounds which can act as fantastic transient layers for just about any drum sound you’re designing from the ground up.

Excitator

Mallet = Adjust the synthetic mallet that will be striking the resonated surface

Volume = Adjust the amplitude or output level of the Mallet

Mallet Volume < Key = Adjust the Mallet amplitude in relation to incoming MIDI note pitch

Mallet Volume < Velocity = Adjust the Mallet amplitude in relation to MIDI note velocity

Mallet Noise Volume = Adjust the amplitude of the mallet impact noise

// Higher Value = Produces a much brighter striking sound of that mallet

Mallet Noise Volume < Key = Adjust the Mallet Noise amplitude in relation to incoming MIDI note pitch

Mallet Noise Volume < Velocity = Adjust the Mallet Noise amplitude in relation to MIDI note velocity

Stiffness = Adjust the hardness of the Mallet

// Higher Values = Produces a faster, brighter impact sound

Mallet Stiffness < Key = Adjust the Mallet Stiffness in relation to incoming MIDI note pitch

Mallet Stiffness < Velocity = Adjust the Mallet Stiffness in relation to MIDI note velocity

Color = Adjust the frequency of the Mallet Noise

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Noise = Adjust the synthetic noise, or initial impulse sound of the Mallet striking the resonated surface

Volume = Adjust the amplitude or output level of the Noise section

Noise Volume < Key = Adjust the Noise amplitude in relation to incoming MIDI note pitch

Noise Volume < Velocity = Adjust the Noise amplitude in relation to MIDI note velocity

Noise Filter Type = Choose between a lowpass, highpass & two bandpass filters

Noise Filter Frequency = Adjust the cutoff frequency of the filter

Noise Filter Q = Adjust the bandwidth of the filter

Filter Frequency < Key = Adjust the Filter Frequency in relation to incoming MIDI note pitch

Filter Frequency < Velocity = Adjust the Filter Frequency in relation to MIDI note velocity

Filter Frequency < Envelope = Adjust how much the envelope modulates the cutoff frequency

Noise Envelope = Adjust the amplitude of the noise

ADSR = Adjust the envelope shape of the noise (use display too)

LFOs 1 & 2

LFO Waveform = Choose between 7 different low frequency oscillators

// Choices = Sine, Square, Triangle, Sawtooth up, Sawtooth down, Noise 1 (stepped), Noise 2 (ramped)

Hz or BPM = Toggle the LFO Rate between Hertz based times and BPM-synced times

Rate = Adjust the speed of the LFO

Rate < Key = Adjust the LFO Rate in relation to MIDI note pitch

Depth = Adjust the intensity of the LFO modulation

LFO Amount  < Velocity = Adjust the LFO Depth in relation to MIDI note velocity

LFO Retrigger = If activated, the LFO will restart at the same phase position for each new MIDI note

LFO Phase Offset = Offset the phase of the LFO

LFO Destination A & B = Choose two modulation destinations for the LFO

LFO Destination A & B Amount = Adjust the intensity of the LFO modulation on said destination

MIDI

MIDI = Add in even more variation to each strike of the mallet in relation to incoming MIDI

Pitch Bend Destination A = Route Pitch Bend to various destinations

Pitch Bend Amount A = Adjust the intensity of the Pitch Bend modulation on said destination

Pitch Bend Range (Destination B) = Adjust the Pitch Bend Range in semitones

Mod Wheel Destination A & B = Route the Mod Wheel to various destinations

Mod Wheel Amount A & B = Adjust the intensity of the Mod Wheel modulation on said destination

Aftertouch Destination A & B = Route Aftertouch modulation to various destinations

Aftertouch Amount A & B = Adjust the intensity of the Aftertouch modulation on said destination

Resonators 1 & 2

2 Resonators = Responsible for the overall character of the entire sound Collision produces (this is the surface that the mallet is striking)

Resonance Type = Choose between 7 different resonant objects for our Mallet to strike

// Choices = Beam, Marimba, String, Membrane, Plate, Pipe & Tube

Resonance Quality = Choose between 4 different quality types, producing slightly different overtones each (some more, some less)

Decay = Adjust the decay time of the resonator or the internal damping of the resonator surface

Material = Adjust the variation of the damping at different frequencies

// Lower Value = Low frequency components decay slower (emulating wood, nylon or rubber objects)

// Higher Value = High frequency components decay slower (emulating glass or metal objects)

X-Y Controller = Adjust both the Decay & Material parameters at once

Decay < Key = Adjust the Decay time in relation to incoming MIDI note pitch

Decay < Velocity = Adjust the Decay time in relation to incoming MIDI note velocity

Material < Key = Adjust the Material type in relation to incoming MIDI note pitch

Material < Velocity = Adjust the Material type in relation to incoming MIDI note velocity

Note Off Decay = Adjust how much we want MIDI note off messages to mute the resonance

Ratio = Adjust the ratio of the membrane or the plate’s size along it’s x & y axis (Membrane & Plate only)

Brightness = Adjust the the frequency makeup of each resonator (not active w/ Pipe or Tube)

// Higher Values = Produce much brighter sounding resonating surfaces

Inharmonics = Adjust the pitch of the resonator’s harmonics

// Higher & Lower Values = Frequencies are stretched producing more inharmonic content

Inharmonics < Velocity = Adjust the Inharmonics value in relation to incoming MIDI note velocity

Opening = (Pipe resonator) Scales between an open and closed pipe (0% = closed, 100% = open)

Pipe Opening < Velocity = Adjust the Opening value in relation to incoming MIDI note velocity

ListeningL = Adjust the location of the left resonator

ListeningR = Adjust the location of the right resonator

// 0% = Resonance is monitored near the object's center

// 100% = Resonance is monitored near the object’s edge

Hit Position = Adjust the location on the resonator at which the object is struck by the mallet

// 0% = Object is struck in the center

// 100% = Object is struck closer to the edge

Randomize Hit Position = Add in some random variation to the Hit Position

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Tune = Adjust the pitch of the resonator in semitones

Tune < Key = Adjust the Tune of the resonator in relation to MIDI note pitch

Fine = Adjust the pitch of the resonator in cents

Pitch Envelope = Apply a ramp that modulates the resonator’s pitch over time

Starting Pitch = Adjust the resonators starting pitch in relation to it’s final pitch

Starting Pitch < Velocity = Adjust the Starting Pitch in relation to incoming MIDI note Velocity

Time = Adjust the duration of time it takes for the pitch to glide from it’s starting to ending positions

~~~~~

Volume = Adjust the amplitude of the current resonator

Bleed = Adjust the mixture of the original signal with the resonated signal

// Higher Values = Produce more of the original signal, less of the resonance

Pan = Adjust the stereo placement of the resonance

Pan < Key = Adjust the pan in relation to MIDI note pitch

~~~~~

Copy to = Copy the current resonator settings to the other

Resonator Link = Adjust both Resonator 1 & 2 parameters simultaneously

Output

Volume = Adjust Collisions master amplitude

Resonator Structure = Determine the signal flow of Collisions Resonators

Serial Mode (1 > 2) = Excitators are fed into Resonator 1, then into Resonator 2

Parallel Mode (1 + 2) = Excitators are fed into both Resonator 1 & 2 simultaneously

Voices = Adjust the maximum number of notes Collision can utilize at once

Retrigger = If activated, similar notes that play back to back will simply retrigger as the same voice instead of generating additional voices (save CPU)

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