Session 23

This session builds on Session #22 — complete it first for the best experience

Session 23: Percussion Sound Design

30 min|advanced|patch

Session 23: Percussion Sound Design

Objective: Build a complex, multi-layered percussion patch combining the LPG, ring modulation, noise, and multiple envelope shapes for a rich drum sound that goes beyond the basic bongo.

If you only have 5 minutes

Repatch the Session 9 LPG bongo (VCO A SAW OUT -> VCA B IN, Envelope A -> VCA/LPF B CV IN, VCA CONTROL UP), then raise Mixer IN 1 to ~25%. The ring mod adds metallic overtones to the woody LPG strike, transforming a simple bongo into a complex percussion hit.

Sound Design Strategy: Percussion

Great synthesized percussion layers multiple timbral elements: a body (pitched oscillator through an LPG for the fundamental thump), a transient (noise burst for the initial click/snap), and character (ring modulation, FM, or wave folding for metallic or tonal color). Each element has its own envelope shape -- the transient is fastest, the body slightly longer, the character somewhere in between.

The LPG is the foundation because its coupled amplitude-filter response creates naturally musical percussion dynamics. Layering noise and ring mod on top adds the complexity that separates a synthesized drum from a basic bleep.

Warm-Up (2 min)

Remove all cables. Set all knobs and sliders to noon/center. Play a MIDI note -- you should hear the normalled default tone. Set Envelope A to Attack ~0%, Decay ~20%, Sustain ~0%, ENVELOPE SPEED Fast -- recall the percussive envelope from Session 12. Return to noon.

Building the Patch

Cables for this patch:

#FromToPurposeOverrides
1VCO A SAW OUTVCA B INRoute sawtooth to LPGRing Mod OUT -> VCA B IN normalling
2Envelope A ENV OUTVCA/LPF B CV INPercussive envelope controls LPG+5V DC normalling
3LPF B OUTMAIN 2 INLPG output to second output channelNothing

VCO A

  • OCTAVE: 3 (percussion range)
  • PITCH: noon
  • INDEX: ~10% (subtle FM adds metallic overtones)
  • TZFM/EXP: TZFM
  • AC/DC: AC

VCO B

  • OCTAVE: 5 (high ratio for metallic FM sidebands)
  • PITCH SOURCE: PITCH A+B
  • VCO/LFO: VCO

Mixer

  • SAW: ~35% (blended into main path for transient layer)
  • NOISE: ~25% (noise click transient)
  • NOISE TYPE: PINK (warmer noise for percussion)
  • IN 1: ~20% (ring mod metallic character)
  • All other sliders: 0%

VCF

  • FREQ: ~55%
  • Q: ~10%
  • MODE: LP4
  • LEVEL: ~50%
  • FM 1: ~55% (sharp envelope sweep on main path)
  • FM 2: noon
  • FM 3: 0%

Envelope B (filter on main path)

  • Attack: ~0%
  • Decay: ~20%
  • Sustain: ~0%
  • Release: ~10%

Envelope A (LPG percussion -- routed via Cable 2)

  • Attack: ~0%
  • Decay: ~25%
  • Sustain: ~0%
  • Release: ~10%
  • ENVELOPE SPEED: Fast
  • HOLD POSITION: Off
  • CTRL SOURCE: Level

VCA B / LPF

  • CV AMOUNT: ~80%
  • VCA CONTROL: UP (LPG mode)

VCA A

  • LEVEL: ~25%
  • LEVEL MOD: ~50%
  • AUX IN: 0%

Wave Folder

  • FOLD: ~15% (slight harmonic crunch)
  • MOD: 0%

Output Control

  • MAIN DRIVE: noon
  • MAIN LEVEL: ~50%
MIDI/CVVCO AVCO BENV AENV BLINE INMIXERVCFFOLDVCA AGATELFO XYZVCA B/LPFS&HSLEW / ENV FOLLOWMIXUVERTERMULTSSUMINVBI►UNIEXPRRING MODPITCHGATETRIGMIDI PITCHMIDI CCMIDI LFOMIDI CLKMIDI VELMIDI MODMIDI GATEMIDI TRIGPitch01234567OCTAVEPW MODPWFM 1Index ModIndexTZFM/EXPAC/DCSync TypePulse PositionPITCH INPWM INFM 1 INIM INFM 2 INSYNC IN01234567OCTAVEPitchVCO/LFOPitch SourcePITCH INSYNC INSINETRIANGLESAWSQUAREHoldAttackDecaySustainReleaseHold PositionEnvelope SpeedCtrl SourceGATE INCTRL INRETRIG INEOHEOAENV AMode SelectType SelectRiseFallShapeRise ModFall ModShape ModRISE MOD INFALL MOD INSHAPE MOD INGATE/SYNC INEOFENV BLevelLINE ININ 1IN 2PulseSawSubNoiseSub TypeNoise TypeSoft ClipMIXER IN 1MIXER IN 2VCO A TRIVCO A SAWVCO A PULSENOISEMIXERFM 1FM 2FM 3QMFREQQLP1LP2LP4BP2BP4HP4NT2PHZMODELevelFM 1 INFM 2 INFM 3 INQ MOD INVCF INLP4HP4VCFModFoldFOLD MOD ININAUX INLevel ModLevelAUX INVCA INLEVEL MOD INManual GateGATETRIG INS&H INS&HSlew RateSlew DirectionSlew ShapeEnv FollowSLEW/FOLLOW INSLEWAttenuatorx2 SwitchPolarityMain InputSecondary InputMIX AMIX BMIX CRATEY ÷3/÷4Z ÷5/÷8LFO XLFO YLFO ZLFO RATE CVEXP LevelMULT IN 1MULT IN 2MULT IN 3MULT OUT 1MULT OUT 2MULT OUT 3SUM IN 1SUM IN 2SUMINVERTER ININVERTERBI INUNIEXP SRC INRINGMOD IN 1RINGMOD IN 2RINGMODCV AmountVCA/LPFINCV INVCA BLPF BSENDFX INPhaseRETURNFX MIXFX SENDFX MIXMain DriveSoft ClipMain LevelFOLDVCA AMAIN 1 INMAIN 2 INMAIN

Step-by-step build:

  1. Set VCO A OCTAVE to 3. Set Mixer SAW to ~35%, NOISE to ~25%, NOISE TYPE to PINK, IN 1 to ~20%
  2. Set Envelope B: Attack ~0%, Decay ~20%, Sustain ~0%, Release ~10%. Set VCF FM 1 to ~55%, FREQ to ~55%, MODE LP4. Play a note -- you should hear a short, snappy filtered hit with a noise click and subtle ring mod character in the main path
  3. Patch Cable 1: VCO A SAW OUT -> VCA B IN. Patch Cable 2: Envelope A ENV OUT -> VCA/LPF B CV IN. Set VCA CONTROL to UP (LPG mode), CV AMOUNT to ~80%
Normalled: Ring Mod OUT -> VCA B IN. Cable 1 overrides this, sending VCO A's raw sawtooth directly to the LPG. The Ring Mod is still active and blended through Mixer IN 1.
Normalled: +5V DC -> VCA/LPF B CV IN. Cable 2 overrides the constant voltage with Envelope A's percussive shape, giving the LPG its dynamic response.
  1. Set Envelope A: Attack ~0%, Decay ~25%, Sustain ~0%, Release ~10%, ENVELOPE SPEED Fast. Play a note -- the LPG produces the woody bongo percussion from Session 12
  2. Patch Cable 3: LPF B OUT -> MAIN 2 IN. Now the LPG output sums with the main signal path at the output. Play a note -- you should hear both the main path (filtered sawtooth + noise + ring mod) AND the LPG percussion simultaneously. The result is a complex, layered drum hit
  3. Set VCO A INDEX to ~10%, VCO B OCTAVE to 5. The FM adds metallic shimmer to the sawtooth before it enters the LPG, giving the percussion a tonal complexity beyond a simple bongo
  4. Set VCA A LEVEL to ~25%, LEVEL MOD to ~50%. This controls the main path contribution. Adjust the balance between main path (noise + ring mod transient) and LPG (woody body) by tweaking MAIN LEVEL vs Cable 3's signal level at the output
  5. Set Wave Folder FOLD to ~15%. The main path gets a slight harmonic crunch that adds aggression to the transient layer

Playing Tips

  • Play staccato notes at C2-C4 for the best percussion response. Lower notes produce deeper drums; higher notes produce more metallic clicks
  • Velocity controls the LPG strike intensity (CTRL SOURCE at Level) -- soft taps for ghost notes, hard strikes for accents
  • Rapid rhythmic playing creates convincing drum patterns. Try alternating C2 and C3 for a kick/snare-like pattern
  • Experiment with VCO A OCTAVE: position 2 for kick-like thuds, position 4 for snare-like snaps

Variations

  • Deeper kick: Lower VCO A OCTAVE to 2, set Mixer NOISE to 0%, IN 1 to 0%. Pure LPG body with no transient layers
  • Metallic hit: Raise INDEX to ~30% and VCO B OCTAVE to 6 for stronger FM metallic character
  • Noisy snare: Raise NOISE to ~50%, switch to WHITE noise, set Envelope B Decay to ~15% for a short, snappy, noise-heavy hit

Output Checklist

  • Complex percussion patch layers LPG body, noise transient, ring mod character, and FM metallic overtones
  • LPG operates in VCA+LPF mode with Envelope A providing the percussive strike
  • Main path and LPG output sum at Output Control for multi-layered drum sound
  • Velocity sensitivity provides dynamic accent control
  • Patch documented in patches/cascadia/complex-percussion-recipe.md with full cable routing and knob settings
  • Session logged in Obsidian daily note

Key Takeaways

  • Complex percussion layers multiple timbral elements: LPG body, noise transient, ring mod character, and FM metallic overtones
  • Cascadia's dual output paths (VCA A main + VCA B/LPF secondary) can be summed at Output Control for multi-source drum sounds
  • Each layer has its own envelope characteristics -- the LPG handles the body, the main path filter envelope handles the transient character

Next Session Preview

Session 24 builds a texture patch -- noise through the filter with S&H modulation, wave folding, and self-patching for an evolving, non-pitched sound design element.