Lennar Digital Sylenth1 ~ Effects

Lennar Digital Sylenth1 ~ Effects

Sylenth1’s Effects allow us to further process our already sculpted & modulated sounds by adding distortion, reverb, delay & many more effects.

Having all of these effects right here within Sylenth1 is extremely useful. Once you master all the knobs for each effect, you’ll be able to think in real time & see sound design possibilities you may have not noticed or recognized before when creating within Sylenth1.

Arpeggiator

Arpeggiator = Turn a static sound into a melodic sequenced pattern depending on what MIDI notes are active

Time = Adjust the duration between two successive notes or the speed at which the notes are played

Gate = Adjust the length of each note

// 50% = Length of the notes are essentially half of the time between two successive notes

Mode = Choose from 10 different types of melodic arpeggiated patterns

// Choices = Up (ascending order) , Down (descending order), Up/Down, Up/Down2, Down/Up, Down/Up2, Random, Ordered, Step Seq (step sequencer order > 1 note at a time) & Step Chord (step sequencer order > all notes active)

Velocity = Choose from 5 different velocity types, allowing us to add variation to each arpeggiated note

// Choices = Key (MIDI velocity), Hold (same velocity), Step (step sequencer velocity), Step + Key, Step + Hold (mixed combination)

Octave = Adjust the number of octaves the step sequencer will climb or fall to

Wrap = Set the number of notes the step sequencer will cover before restarting, looping back around

Step Sequencer = Manually draw in an arpeggiated pattern, editing the order, pitch & velocity to our specific liking

// Tip = There are no rules when using this effect (tweak knobs until greatness)

Mod Sources = Step Sequencer’s velocity & hold values are accessible as modulation sources

Distort

Distort = Crunch the amplitude of the sound, adding in additional high end overtones or frequencies

Type = Choose from 5 different distortion types

// Choices = Overdrive, FoldBack, Clip, Decimate & BitCrush

Amount = Adjust the intensity of the selected distortion type (higher values create more dirty sound)

Dry/Wet = Adjust the mixture of the original signal with the distorted signal

Phaser

Phaser = Create notches in the frequency spectrum, producing a sweeping or swirling sound

Center Freq = Adjust the position of the middle notch, essentially bringing all phaser notches up or down the frequency spectrum depending on lower or higher values (good one to modulate!)

Spread = Adjust the distance between the phaser notches in the frequency spectrum

// Lower Value = Push the notches closer together

// Higher Value = Spreads the notches far apart

LR Offset = Adjust the amount of frequency-offset between the Center frequencies for the left and right channel

// Use = Produces variety in each the L & R channel, creating a stereo phasing effect

Width = Adjust the stereo width of the phaser effect (0% = Mono, 100% = Wide stereo effect)

LFO Rate = Adjust the rate at which the center frequency is modulated

LFO Gain = Adjust the intensity of the LFO modulation (0% = LOF turned off)

Feedback = Adjust the amount of our signal that gets fed back into the input of the phaser effect, creating resonance peaks between the notches

Dry/Wet = Adjust the mixture of the original signal with the phased signal

Chorus

Chorus = Add small amounts of delay, making our single feel like multiple sounds (thicken & beef up the stereo image)

Delay = Adjust the duration of the delayed signal (larger times produce a wider, more chaotic sound)

Rate = Adjust the LFO speed at which our delayed signal is modulated

Depth = Adjust the LFO modulation intensity or the sweep depth of the delayed signal

Dual Mode = Add in another stage of delay lines (activated = 4 delay lines, deactivated = 2 delay lines)

Feedback = Adjust the amount of our signal that gets fed back into the input of the chorus effect, (higher values create more extreme flanging effects)

Width = Adjust the stereo width of the phaser effect (0% = Mono, 100% = Wide stereo effect)

Dry/Wet = Adjust the mixture of the original signal with the chorused signal

EQ

EQ = Adjust the amplitude of specific frequency ranges

Mode = Choose between 1-pole or 2-pole filters (steepness of the filters)

Bass = Boost or cut low frequencies

Bass Freq = Choose the Bass frequency cutoff

Treble = Boost or cut high frequencies

Treble Freq = Choose the Treble frequency cutoff

Delay

Delay = Give our sound distinct echoes in both the L & R channels at various times & lengths

Delay L = Adjust the delay time in the Left Channel

Delay R = Adjust the delay time in the Right Channel

Low Cut & High Cut = Cut low & high frequency content from our delayed echoes

Ping Pong = Change the delay mode from independent delays to a bouncing back and forth between the left and right channels (hence the name ping pong)

Smear = Add some variation in frequency content to each individual echoes, emulating real life delay sounds by smearing them over time

Spread = Adjust the spreading of the echoes over the left and right channels (only usable in ping pong mode)

Feedback = Adjust the amount of our signal that gets fed back into the Delay effect (essentially the number of echoes we will hear)

Width = Adjust the stereo width of the delay effect

Dry/Wet = Adjust the mixture of the original signal with the delayed signal

Reverb

Reverb = Add in reflections,  emulating what our sound would sound like in real life rooms or spaces (place our sound further back in the mix)

Pre Delay = Adjust the amount of delay before we hear the reverb, AKA the time between the original sound & the early reflections of the reverb tail

Size = Adjust the size of the simulated room or space (higher values emulating a large hall)

Width = Adjust the stereo width of the reverb effect

Damp = Adjust the brightness of the reverb, emulating different types of rooms or spaces (higher values will attenuate high frequencies)

Dry/Wet = Adjust the mixture of the original signal with the reverberated signal

Compression

Compression = Reduce the dynamic range of our sound (increase overall loudness)

Ratio = Adjust the amount of gain reduction or compression taking place if our signal travels above the threshold amplitude level

Threshold = Adjust the amplitude level at which compression will take place

Attack = Adjust how quickly compression will begin once the signal travels above the threshold amplitude

Release = Adjust how quickly compression will seize once the signal travels back below the threshold amplitude

Preset Dissection

Dissect 294 LD RoboHey = Distortion, EQ & Delay

Distortion = The dry sound is heavily filtered… adding distortion creates the timbre

EQ = Boosts the high end a bit

Delay = Produces the fading echoes in the background

Video

00:09 = Overview
00:34 = Arpeggiator
04:43 = Distortion
05:47 = Phaser
09:08 = Chorus
11:05 = EQ
11:30 = Delay
13:46 = Reverb
15:29 = Compressor
16:10 = Preset Dissection

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