Session 27

This session builds on Session #26 — complete it first for the best experience

Session 27: Bass Sounds -- Sub, Acid, and FM

25 min|advanced|patch

Session 27: Bass Sounds -- Sub, Acid, and FM

Objective: Build three distinct bass patches from scratch -- sub bass, acid bass, and FM bass -- using techniques from all previous modules, producing named patches with full parameter documentation.

If you only have 5 minutes

Load the basic patch. Set Osc 1 Shape = Saw, Level = 55, Osc 2 Shape = Pulse 50, Level = 50, Fine = +3. LPF Freq = 45, Resonance = 70, 4-Pole ON, Env Amount = 80, Decay = 45, Sustain = 5. Glide = 30. Instant acid bass.

Warm-Up (2 min)

Load your generative sequence patch from Session 26. Press START/STOP and listen for 30 seconds to the self-playing pattern. You have mastered every building block: oscillators, filters, modulation, effects, and sequencer. Now you combine them into specific sounds. Stop the sequence and load the basic patch.

Setup

Each recipe starts from the basic patch. Have 3 empty program slots ready for saving.

Exercises

Recipe 1: Sub Bass (7 min)

Deep, fundamental low end. Minimal harmonics, tight envelope, mono output.

  1. From the basic patch:
    • Osc 1 Shape = Saw, Level = 55, Frequency = C0
    • Osc 2 Shape = Saw, Level = 50, Frequency = C0, Fine = +2 (very slight detuning for width)
    • Osc 3 Level = 0, Osc 4 Level = 0
  2. Filter settings -- almost closed to remove upper harmonics:
    • LPF Frequency = 35, Resonance = 0, 4-Pole ON
    • Key Amount = 72 (filter tracks keyboard)
    • Env Amount = 25, ENV 1: Attack = 0, Decay = 40, Sustain = 60, Release = 15
  3. VCA for tight bass envelope:
    • ENV 2: Attack = 0, Decay = 30, Sustain = 80, Release = 10
  4. Output: Pan = Mono (bass should be centered for mix compatibility)
evolverEnvelope 3DestinationAmountVelocityDelayAttackDecaySustainReleaseLFOsFrequencyShape1234KSDestinationAmount16 x 4 SequencerProgramGlobalCompareWriteSeq EditStart/StopReset1234Basic PatchP:001 B:1PARAM 1+ Yes- NoPARAM 2SelectValueAnalog / Digital SynthStereo Audio Processor16 x 4 SequencerMisc ParamsVoice VolumeNameTrigger SelectKey ModeKey Off/XposePitch/Wheel RangeOsc SlopInput ModeEnv ShapeInput HackHP Pre/PostDist Pre/PostMiscModulators1234Mod SourceMod DestMod AmountMod WheelPressureBreathFoot ControllerIn PeakIn Env FollowerVelocityTransposeDownUpOscillators1Analog23Digital4FrequencyFineShape/PWLevelFMRing ModShape ModGlideSync 2>1NoiseLevelExt InLevelLow Pass Filter4 PoleFrequencyResonanceEnv AmountVelocityKey AmountAudio ModL/R SplitAttackDecaySustainReleaseAmpVCA LevelEnv AmountVelocityOutput/SpeedAttackDecaySustainReleaseHP FilterFrequencyFeedbackFrequencyLevelGrungeDistortionAmountGrungeDelay123TimeLevelAmountFeedback 1Feedback 2OutputMaster VolDave SmithINSTRUMENTSPitchMod
  1. Play notes in the C1-C3 range. You should hear a deep, round sub bass with a gentle filter pluck on attack
  2. Add Osc Slop = 1 for subtle analog warmth

Save as "Sub Bass". This is your go-to low-end patch.

Recipe 2: Acid Bass (8 min)

Resonant filter sweep, glide between notes, aggressive character. The classic 303-inspired sound.

  1. Load the basic patch fresh:
    • Osc 1 Shape = Saw, Level = 55
    • Osc 2 Shape = Pulse 50, Level = 50, Fine = +3
    • Osc 3 Level = 0, Osc 4 Level = 0
    • Osc Slop = 3
  2. Acid filter -- high resonance, strong envelope sweep:
    • LPF Frequency = 45, Resonance = 70, 4-Pole ON
    • Env Amount = 80
    • ENV 1: Attack = 0, Decay = 45, Sustain = 5, Release = 15
    • Key Amount = 72
  3. VCA -- punchy:
    • ENV 2: Attack = 0, Decay = 35, Sustain = 70, Release = 12
  4. Acid character:
    • Glide (Osc 1 and 2) = 30 (fingered glide for slides between notes)
    • Distortion = 15 (subtle edge)
evolverEnvelope 3DestinationAmountVelocityDelayAttackDecaySustainReleaseLFOsFrequencyShape1234KSDestinationAmount16 x 4 SequencerProgramGlobalCompareWriteSeq EditStart/StopReset1234Basic PatchP:001 B:1PARAM 1+ Yes- NoPARAM 2SelectValueAnalog / Digital SynthStereo Audio Processor16 x 4 SequencerMisc ParamsVoice VolumeNameTrigger SelectKey ModeKey Off/XposePitch/Wheel RangeOsc SlopInput ModeEnv ShapeInput HackHP Pre/PostDist Pre/PostMiscModulators1234Mod SourceMod DestMod AmountMod WheelPressureBreathFoot ControllerIn PeakIn Env FollowerVelocityTransposeDownUpOscillators1Analog23Digital4FrequencyFineShape/PWLevelFMRing ModShape ModGlideSync 2>1NoiseLevelExt InLevelLow Pass Filter4 PoleFrequencyResonanceEnv AmountVelocityKey AmountAudio ModL/R SplitAttackDecaySustainReleaseAmpVCA LevelEnv AmountVelocityOutput/SpeedAttackDecaySustainReleaseHP FilterFrequencyFeedbackFrequencyLevelGrungeDistortionAmountGrungeDelay123TimeLevelAmountFeedback 1Feedback 2OutputMaster VolDave SmithINSTRUMENTSPitchMod
  1. Play legato notes in the C1-C2 range. You should hear the classic acid squelch: resonant filter sweep on each note, glide between held notes
  2. For extra acid: add Velocity on filter = 40 -- harder playing opens the filter more
  3. Try it with a sequence: Seq 1 Dest = OAF, program 36, 36, 48, 48, 43, oFF, 46, 36, Step 9 = rST, BPM = 130, Clock Divide = 16th

Save as "Acid Bass".

Recipe 3: FM Bass (8 min)

Metallic, punchy low end using FM between digital oscillators. Modern bass sound.

  1. Load the basic patch fresh:
    • Osc 1 Level = 0, Osc 2 Level = 0 (digital only)
    • Osc 3 Shape = 1 (sine), Level = 55, Frequency = C0
    • Osc 4 Shape = 1 (sine), Level = 0 (modulator, not heard directly), Frequency = C0
    • FM 4->3 = 45 (Osc 4 modulates Osc 3's frequency)
  2. Filter -- moderate, controlled:
    • LPF Frequency = 55, Resonance = 20, 4-Pole ON
    • Env Amount = 40
    • ENV 1: Attack = 0, Decay = 50, Sustain = 15, Release = 15
    • Key Amount = 72
  3. VCA:
    • ENV 2: Attack = 0, Decay = 35, Sustain = 65, Release = 15
  4. FM envelope for punch -- the FM amount decreases over time for a metallic attack:
    • ENV 3: Destination = FM4 (FM 4->3 Amount), Amount = 55, Attack = 0, Decay = 40, Sustain = 10, Release = 15
evolverEnvelope 3DestinationAmountVelocityDelayAttackDecaySustainReleaseLFOsFrequencyShape1234KSDestinationAmount16 x 4 SequencerProgramGlobalCompareWriteSeq EditStart/StopReset1234Basic PatchP:001 B:1PARAM 1+ Yes- NoPARAM 2SelectValueAnalog / Digital SynthStereo Audio Processor16 x 4 SequencerMisc ParamsVoice VolumeNameTrigger SelectKey ModeKey Off/XposePitch/Wheel RangeOsc SlopInput ModeEnv ShapeInput HackHP Pre/PostDist Pre/PostMiscModulators1234Mod SourceMod DestMod AmountMod WheelPressureBreathFoot ControllerIn PeakIn Env FollowerVelocityTransposeDownUpOscillators1Analog23Digital4FrequencyFineShape/PWLevelFMRing ModShape ModGlideSync 2>1NoiseLevelExt InLevelLow Pass Filter4 PoleFrequencyResonanceEnv AmountVelocityKey AmountAudio ModL/R SplitAttackDecaySustainReleaseAmpVCA LevelEnv AmountVelocityOutput/SpeedAttackDecaySustainReleaseHP FilterFrequencyFeedbackFrequencyLevelGrungeDistortionAmountGrungeDelay123TimeLevelAmountFeedback 1Feedback 2OutputMaster VolDave SmithINSTRUMENTSPitchMod
  1. Play notes in the C1-C3 range. You should hear a metallic, complex bass that is punchy on the attack (high FM) and settles to a simpler tone (low FM) as the note sustains
  2. Try different Osc 4 Frequency ratios: set Osc 4 to C1 (one octave up from Osc 3) for a different harmonic series. G0 creates a 3:2 ratio -- experiment with intervals
  3. Add Distortion = 10 for extra grit

Save as "FM Bass".

Exploration (optional, hyperfocus days)

  • Combine Sub Bass with a sequenced acid pattern: use the sub bass as the oscillator sound but add acid filter settings
  • Add the delay from Session 19 to any bass patch for dubby echoes: Delay 1 Time = 2 Steps, Level = 35, Feedback 1 = 40, Feedback 2 = 25
  • Make a "Reese bass": two detuned saws (Osc 1 Fine = +8, Osc 2 Fine = -8) with LFO on filter cutoff

Output Checklist

  • Sub Bass patch saved -- deep, round, centered
  • Acid Bass patch saved -- resonant filter sweep, glide, punchy
  • FM Bass patch saved -- metallic, complex, envelope-shaped FM
  • Session logged in Obsidian daily note

Key Takeaways

  • Sub bass uses closed filter and minimal processing for a clean low end; mono output is essential for mix compatibility
  • Acid bass depends on three elements: high resonance, strong filter envelope, and glide -- the interplay between these creates the characteristic squelch
  • FM bass uses envelope-controlled FM amount to create a metallic attack that decays to a simpler tone -- the FM ratio (oscillator frequency relationship) determines the harmonic character

Next Session Preview

Session 28 creates three lead patches -- sync lead, FM lead, and filtered lead. These are performance-oriented sounds with expression mappings for mod wheel and velocity.