Session 29

This session builds on Session #28 — complete it first for the best experience

Session 29: Pads and Textures -- PWM, Waveshape, and Modulated

25 min|advanced|patch

Session 29: Pads and Textures -- PWM, Waveshape, and Modulated

Objective: Build three pad and texture patches -- PWM pad, waveshape pad, and modulated texture -- using slow envelopes, detuning, and layered modulation for sounds that fill space and evolve over time.

If you only have 5 minutes

Load the basic patch. Set Osc 1 Shape = Pulse 50, Osc 2 Shape = Pulse 50, Fine = +5. LFO 1: Shape = Tri, Freq = 6, Amount = 35, Dest = PW1. LFO 2: Shape = Tri, Freq = 5, Amount = 30, Dest = PW2. ENV 2: Attack = 40, Release = 45. Instant lush PWM pad.

Warm-Up (2 min)

Load your filtered lead from Session 28. Sweep the mod wheel from zero to full while holding a note -- hear the warm-to-bright transition. Lead patches respond to immediate gestures. Pads are the opposite: they evolve slowly, filling space over time. Load the basic patch.

Setup

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

Exercises

Recipe 1: PWM Pad (7 min)

Lush, chorus-like pad using pulse width modulation on both analog oscillators (from Session 04 technique, Anu Kirk p.13-15). The constantly shifting pulse width creates natural movement without external effects.

  1. From the basic patch:
    • Osc 1 Shape = Pulse 50, Level = 50
    • Osc 2 Shape = Pulse 50, Level = 45, Fine = +5 (slight detuning for width)
    • Osc 3 Level = 0, Osc 4 Level = 0
    • Osc Slop = 3 (analog drift adds to the organic feel)
  2. Slow PWM modulation -- each oscillator modulated at a different rate:
    • LFO 1: Shape = Tri, Frequency = 6, Amount = 35, Destination = PW1 (Osc 1 Pulse Width)
    • LFO 2: Shape = Tri, Frequency = 5, Amount = 30, Destination = PW2 (Osc 2 Pulse Width)
    • The different rates create a constantly shifting stereo image
  3. Filter -- warm and rounded:
    • LPF Frequency = 65, Resonance = 15, 4-Pole ON
    • Env Amount = 20, ENV 1: Attack = 30, Decay = 50, Sustain = 60, Release = 45
    • Key Amount = 72
  4. Slow VCA envelope for pad behavior:
    • ENV 2: Attack = 40, Decay = 0, Sustain = 100, Release = 45
  5. Add subtle stereo delay:
    • Delay 1 Time = 3 Steps, Level = 20, Feedback 1 = 25
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. Hold a chord (or single notes -- the Evolver is mono, but the patch should sound full). The PWM creates a natural chorus effect without any chorus processor. You should hear the tone width constantly shifting

Save as "PWM Pad".

Recipe 2: Waveshape Pad (8 min)

Evolving digital pad using waveshape morphing and detuning between digital and analog layers (Anu Kirk p.22-25).

  1. Load the basic patch fresh:
    • Osc 1 Shape = Saw, Level = 30, Fine = +3
    • Osc 2 Shape = Saw, Level = 30, Fine = -3
    • Osc 3 Shape = 15 (a complex waveshape), Level = 35
    • Osc 4 Shape = 22 (different complex waveshape), Level = 35
    • Osc Slop = 2
  2. Waveshape modulation -- slowly morph between digital waveshapes:
    • LFO 1: Shape = Tri, Frequency = 3 (very slow), Amount = 20, Destination = O3S (Osc 3 Shape)
    • LFO 2: Shape = Tri, Frequency = 2 (even slower), Amount = 15, Destination = O4S (Osc 4 Shape)
    • As the LFOs sweep, the harmonic content of the digital oscillators gradually shifts -- the pad never sounds the same twice
  3. Filter -- gently sculpted:
    • LPF Frequency = 70, Resonance = 20, 4-Pole ON
    • Env Amount = 15, ENV 1: Attack = 35, Decay = 60, Sustain = 55, Release = 50
    • Key Amount = 72
  4. Pad envelope:
    • ENV 2: Attack = 45, Decay = 0, Sustain = 100, Release = 50
  5. Add Filter Split = 15 for subtle stereo separation between the L and R filter cutoffs
  6. Add delay for space: Delay 1 Time = 4 Steps, Level = 25, Feedback 1 = 30
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. Hold a note and listen for 20 seconds. The tone character slowly morphs as the waveshapes change underneath the analog layer

Save as "Waveshape Pad".

Recipe 3: Modulated Texture (8 min)

Dense, evolving texture using multiple modulation sources stacked together -- LFOs, mod slots, and sequencer. This is the "everything at once" patch (Anu Kirk p.70-74 modulation routing).

  1. Load the basic patch fresh:
    • Osc 1 Shape = Saw, Level = 35
    • Osc 2 Shape = Pulse 50, Level = 35, Fine = +8
    • Osc 3 Shape = 40, Level = 30
    • Osc 4 Shape = 55, Level = 30
    • FM 4->3 = 15 (subtle FM between digital oscillators)
    • Osc Slop = 4
  2. Modulation layer 1 -- LFOs for slow movement:
    • LFO 1: Shape = Tri, Frequency = 4, Amount = 15, Destination = FiL (filter)
    • LFO 2: Shape = Tri, Frequency = 3, Amount = 12, Destination = FM4 (FM amount)
    • LFO 3: Shape = Random, Frequency = 8, Amount = 5, Destination = OAF (subtle pitch drift)
    • LFO 4: Shape = Tri, Frequency = 2, Amount = 20, Destination = PW1 (pulse width)
  3. Modulation layer 2 -- mod slots for cross-modulation:
    • Mod Slot 1: Source = Osc 3, Amount = 8, Destination = PW2 (digital osc modulates analog pulse width)
    • Mod Slot 2: Source = LFO 1, Amount = 10, Destination = SpL (LFO drives filter split for stereo movement)
  4. Filter -- moderately open with resonance:
    • LPF Frequency = 60, Resonance = 35, 4-Pole ON
    • Env Amount = 25, ENV 1: Attack = 50, Decay = 70, Sustain = 40, Release = 55
    • Key Amount = 72
  5. Long envelope:
    • ENV 2: Attack = 55, Decay = 0, Sustain = 100, Release = 55
  6. Add effects for depth:
    • Delay 1 Time = 3 Steps, Level = 30, Feedback 1 = 35, Feedback 2 = 15
    • Feedback Level = 20, Feedback Frequency = 24
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. Hold a note and listen for 30+ seconds. The patch should constantly evolve -- filter moving, FM shifting, pulse width changing, stereo image drifting. No two moments sound identical

Save as "Modulated Texture".

Exploration (optional, hyperfocus days)

  • Add the sequencer to the modulated texture: Seq 1 Dest = O3S, 8 random values -- waveshape changes on every step
  • Try the PWM pad with hard sync enabled: creates a more aggressive, harmonically rich pad
  • Layer all three approaches: PWM on analog oscillators, waveshape modulation on digital, FM and mod slots all active simultaneously

Output Checklist

  • PWM Pad patch saved -- lush, shifting stereo, chorus-like
  • Waveshape Pad patch saved -- evolving harmonic content, analog+digital layers
  • Modulated Texture patch saved -- dense, multi-source modulation, constantly evolving
  • Session logged in Obsidian daily note

Key Takeaways

  • Pad patches need slow attack and release envelopes (30-55 range) to create the gradual fade-in/out that defines a pad
  • PWM creates natural chorus without effects by constantly shifting the harmonic content of pulse waves -- using different LFO rates on L and R creates stereo width
  • Layering multiple slow modulation sources (LFOs, mod slots, FM) creates textures that evolve organically -- the key is keeping individual amounts subtle so they combine without chaos

Next Session Preview

Session 30 creates drum and percussion patches -- kick, snare, and hats using short envelopes, noise, and FM. You will also build a complete drum beat sequence using the Evolver's 4-track sequencer.