An Impact Soundworks Instrument

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An Impact Soundworks Instrument Introduction After the success of our unique Sonic Forest instrument, we were full of ideas for how to take the same powerful granular engine and apply it to all-new sounds. We decided on sounds that evoke water: synthesized elements, natural recordings of flowing water, and acoustic sounds were all used as source material. We combined and processed all of these components to create a wonderful set of 24 sound sources which can be further layered, tweaked, and fed into the Sonic Ocean engine. Much like Sonic Forest, this instrument excels at creating lush, beautiful atmospheric soundscapes and ambiences. It s ideal for composers looking to create evolving, never-ending, and unique textures, as well as electronic artists, New Age musicians, and others. The new sound source set also introduces many new possibilities for more traditionally playable pad, rhythm, sequenced, and percussive sounds. We hope Sonic Ocean will inspire a new world of creative timbres in your music! Installation Note: Sonic Ocean is only compatible with the full version of Kontakt (not Player), version 5.3.1 or higher. Once you have downloaded the library RAR file, simply extract it to the location of your choice. Then, within Kontakt, load the NKI presets using Kontakt s browser. You can also drag NKIs in to Kontakt from your computer s Explorer or Finder windows, or use Kontakt s Quick Load or Database features. No activation is required for Sonic Ocean.

Content The library includes 24 sound sources, with room for an 25 th user-imported sound. Sounds can be enabled by pressing the corresponding keyswitch, starting at MIDI note C0 and ending with C2. Sound sources can also be selected polyphonically, by holding one keyswitch and pressing one (or more) other keyswitches. The library also includes a folder of Ambience Samples recorded in Scotland. These lovely natural sounds can be used for further sound-shaping, as foley, or any other purpose! The sound sources are: Additive Waves (C0): Waveform created with additive synthesis with a glossy, organ-like timbre. Anchor Stones (C#0): Meditative acoustic mallet instrument with a smooth, resonant sustain and a hint of oceanic sounds. Aqua Piano (D0): Airy synth pluck with a rubbery, buoyant sustain and decay. Aurora (D#0): Grainy and distant keyboard-like synth sound with a snowy feeling. Undersea Cable (E0): Hybrid morphed mallet sound evoking data deep under the waves. Ice Drum (F0): Physically modeled resonant hand percussion. Depth Charge (F#0): Rapid, aggressive hybrid sound made from morphed waves. Droplets (G0): Synthetic pluck or key waveform using plucked string modeling. Drowned Piano (G#0): Altered acoustic piano with a submerged and distant feeling. Kraken Horns (A0): Dark, distorted and eerie horns crafted from brass ensembles. Glacial Crackles (A#0): Textural sound of ice grains, morphed from dripping water. Infinite Lagoon (B0): Morphing, non-tonal synthetic texture created from water flows. Deep Fissure (C1): Strong, deep synth pad sound with a warm timbre. Mariana Bell (C#1): Hybrid peace bowls sent beneath the waves. Container Drum (D1): Metallic struck percussion with a large timbre. Oceanic Pluck (D#1): Deep, sitar-like acoustic sound created from an 8-string guitar.

Phase Change (E1): Synthetic evolving texture built atop the sound of a flowing stream. Time Ripples (F1): Plucked hybrid synth with lots of bright overtones. Purgulltory (F#1): Sweeping pitch dives imitating the sound of sea gulls. Endless Calm (G1): Lovely electric guitar and synth hybrid layer with a warm tone. Metal Streams (G#1): Short, distant water flows run through metallic pipes. Shipwreck (A1): Percussive impact built from the sound of waves. Uneven Tides (A#1): Morphed water texture with granular pitch. Water Marimba (B1): As the name suggests, a watery marimba sound! User Sound (C2): User mapped sound see below. Importing Samples The user articulation (C2) plays back the file labeled named!user-sample.wav in the Samples folder. You can replace this file with any other WAV, AIF, or NCW file of the same name, and the instrument will read it properly. The root pitch of the sample will be loaded as C3 keep this in mind! You can also manually import a greater variety of samples (including multi-dynamic and chromatic samples) by using the Group Editor in Kontakt. Navigate to the bottom of the editor (or use the Monitor -> Groups tab in the Browser) and drag or paste your samples in to these groups: UserSampleDry UserSampleWet UserSampleWetRev An easy way to ensure your samples are the same across all three groups is to configure them as desired in UserSampleDry first. Then, select all samples in that group, right-click, and Copy them. Then, Paste them into the other two groups, one at a time, by selecting each group one-at-a-time with Selected groups only enabled. (Note: Do not map any samples to the lowest note C-2!) Entering the Ocean Starting from the basic Sonic Ocean.nki patch, usage is very simple. Every note above C2 corresponds with a pitch. Low velocities trigger quieter, more muffled notes, higher velocities bring out brightness and additional volume.

The real magic happens when you press the Sail button at the top of the interface. When this is pressed, the instrument captures the last played sound and stretches it across the keyboard. Thus, you will get the same timbre without the variation and sample-switching as normal. When you have Sailed a sound, the Waves knob will automatically increase. Waves controls the level of the granulation effect or, as we like to call it, the waves of the ocean. The tone of the granulation is based on the Sailing sound. You can dramatically alter the sound of the ocean waves by trying different source sounds: different keys, velocities, round robins, and especially different articulations. If you would prefer to hear only the ocean and not the source sound, you can turn the Volume knob all the way down (or adjust as desired). Exploring the Ocean A huge part of enjoying Sonic Ocean is adjusting the wide array of knobs in the center of the interface. If you ever need a reference while using the instrument, just hit the Info button beneath the Impact Soundworks logo. As you read on, keep in mind that these controls only have an effect when Sail is enabled, and Waves is turned up to the point where it is audible. DROPS: As this knob increases, the chance that the generated grains will play at a higher pitch increases. The possible altered pitches are a 5 th, 12 th, 19 th (octave + fifth) or 24 th (2 octaves). You can alt-click the knob to toggle the 5 th /19 th grains on or off. This adds a wonderful brightness and shimmer to the ocean. TIDES: Controls how the granulation engine selects the next grain to play. At very low values, the granulation works mostly in a linear manner, playing one chunk of audio in the waveform and then moving to the immediately following chunk. On the other hand, with Tides turned all the way up, the grain selection is entirely random.

DEPTH: Introduces a lush algorithmic reverb and sweet spot delay strictly to the ocean, without affecting the dry sound. This gives a hollow-like quality to the ocean, as if deep under the waves. FLOOD: Washes out the sound by introducing a very spacious convolution reverb effect to the forest. As the knob increases, the amount of dry signal decreases. When Flood is at max, the sound truly becomes flooded with reverb as you are hearing all echoes and reverberation with no source at all. FLOW: Affects the speed at which the grains are triggered, with higher values directly increasing the speed of the granulation and growth. FREEZE: Essentially an inverted attack knob that affects only the ocean grains. As Shape increases, the grains take on a more harsh and edgy quality, while decreasing the knob softens their attacks and blends them together. SURFAE: Increases the cutoff of a gentle high pass filter which affects only the ocean. SUBMERGE: Decreases the cutoff of a gentle low pass filter which affects only the ocean. Note that both Sun and Shade can be used at the same time for a bandpass effect. CURRENT: Affects the speed and length of the granulation. High values result in shorter grains played back faster, while low values can produce very long grains played back slowly. This can be used independently of the Flow knob to control length and speed in interesting ways. By alt+clicking this knob, you can also control the amount of Variety in the ocean, which affects the randomness of the grain timing. Once you have set the Variety to the desired value, you can drag the Current knob normally and reset it to whatever you would like. RIPPLES: When set to minimum value, the ocean waves travel and evolve endlessly, lasting for as long as the trigger key is held. Higher values will make the granulation effect decay over time, as if a gradual decay envelope with no sustain has been applied. Instrument Settings Tune: Changes the fine tuning of the entire instrument, both source sound and ocean alike.

Trans: Transposes MIDI notes as they are played, also affecting source sound & ocean. Vel > Vol: Controls the degree to which velocity affects the volume of the sound. Offset: Sets the playback position of the source sound, sailing or otherwise, but has no effect on the granulation engine. MW: Vol HP: Toggles the effect of the modwheel. Vol links the modwheel to volume swell, while HP links it to a very gentle highpass filter cutoff. Both of these affect the forest and source sound. Vol Envelope: Sets the Attack, Decay, Sustain, and Release settings for the instrument, not including the ocean grains (whose volume is dependent on the ocean-specific knobs). Pitch Envelope: Sets the Attack, Decay, Sustain, Release, and Depth for all parts of the instrument, including the ocean. Microtuning: The instrument supports custom microtuning scales by first selecting the desired root key from the dropdown (labeled C in the picture above) and then using the table below to set fine tune offset values, in cents, based on that root key. For example, if C is selected, the first column of the table is the tuning offset applied to all C notes on the keyboard. There are also a variety of microtuning presets available from the other dropdown (labeled Default in the image above.) Arpeggiator The Arpeggiator is enabled by clicking the 3 bars to the right of the word Arpeggiator, and has two modes: Arpeggiator mode is enabled when the Pitch power button is disabled. In this mode, the system plays back all held notes in the order determined on the right side ( As Played, Ascending, or Descending ).

Sequencer mode is enabled when the Pitch power button is also enabled. In this mode, each note played generates a sequence built on that note; the notes in the sequence are determined by the values in the Pitch table. You can switch the viewed table by clicking the labels Pitch, Volume, and Length. The Volume table, if enabled, modifies the velocity of each step (otherwise, the same velocity is used for all steps). The Length table, if enabled, sets the length of each note start with 100% of the tempo sync value, to a minimum of 1%. The Steps control sets the number of steps in the arp / sequencer, while Sync or Period sets the timing value. (Turn Tempo Sync OFF to edit Period, which is independent from Host BPM). Snap controls when the arp / sequence starts, based on host position in playback. For example, a snap of bar means the arpeggiation will not start until the host reaches the downbeat (bar). Loop End Mode (Loop by default) sets what happens when the # of steps hits maximum. In Hold, the last step is held out like a normal note. In Stop, the sequence or arpeggiation simply stops.

Effects Rack By default, our custom FX rack only affects the source articulation or sailing note not the ocean grains. However, this can be toggled in the upper right. The asterisks (*) next to each effect can be clicked to randomize the parameters. Alt clicking the asterisk will return the effect parameters to default values. EQ: A four-band, analog-modeled parametric EQ. All four bands have controls for gain (+/- 20dB) and frequency range. The low-mid frequency band (LMF) and high-mid (HMF) also have controls for the width (or Q ) of each band. A lower Q value means the band is narrower and affects a smaller range of frequencies, while higher Q values can affect multiple octaves worth of frequency content.

COMPRESSOR: An analog-modeled, SSL-style compressor that can be used for both subtle and extreme processing. All controls are standard to compressors; the Mix knob can be used for phase-accurate blending of the dry (uncompressed) and wet (compressed) signals. BITCRUSHER: A key effect that can reduce the bit depth and sampling rate of the audio output in real time. Great for adding even more grit and crunch to any sound. The Noise knob introduces constant line noise, while Noise Color filters this noise. DELAY: An all-purpose, tempo-synced delay unit. The MIX knob blends between the dry and wet (echoes) signals. Damping, when turned up, dampens (lowpasses) the high frequencies from the echoes. Pan increases the amount of ping pong L/R in the echoes. REVERB: A convolution reverb with a large collection of our custom impulse responses (IR). HPF and LPF filter the reverb signal, while Size changes the length of the IR. Note that this effect is somewhat CPU-intensive and, on some older computers, may not be suitable for realtime tweaking. Also note that the HPF, LPF, and Size knobs are not processed in real-time and thus are not automatable. CHORUS: A simple chorus effect with Smooth mode toggle, effect depth, speed, and phase. Note that even at 0 depth, the effect is still somewhat audible. Credits Lead Design: Andrew Aversa Recording and Sound Design: Andrew Aversa, Constructive Stumblings Artwork: Constructive Stumblings Scripting: Nabeel Ansari & Andrew Aversa Troubleshooting and Feedback Have you used Sonic Ocean in a project recently? Got an awesome track you'd like to share? Drop us a line (admin@impactsoundworks.com) and we might post it on our website! Or, tell the world at our Facebook page here: http://www.facebook.com/impactsoundworks We encourage all our users to share and promote their work. Word of mouth is the #1 way people find our samples, so it also helps us to produce more great libraries for you! For any technical support issues regarding the library, don t hesitate to email support@impactsoundworks.com.

License Agreement The following license is granted non-exclusively to all purchasers of our products. This version (updated December 4, 2014) supersedes any prior printed or digital versions of our license. Overview All sound recordings, performances, scripting and/or code contained in this product is the intellectual property of Impact Soundworks unless otherwise noted, and remain the property of Impact Soundworks after the product is purchased. When purchasing an Impact Soundworks product, you are purchasing a non-exclusive license to use, edit, perform, or otherwise utilize these recordings, performances, scripting and/or code for commercial and non-commercial purposes as defined below. Authorized Users Depending on the type of customer and usage scenario, authorized users of this license will vary. ALL purchases fall into category A or B. A. Individual Purchase This license is extended to customers who are purchasing as the primary user of the product, OR are purchasing on the behalf of another primary user (i.e. as a gift). The licensee (primary user) MAY install the product on as many computer systems as he or she has access to. However, ONLY the licensee may use the product. No other users are authorized. B. Corporate, Academic, Institutional Purchase This license is extended to customers who are purchasing for a multi-user setting, such as a shared studio, networked workstation, computer lab, etc. In this case, the licensee is the institution and not any one user. In contrast with individual purchases, an institutional license applies to ONE computer / workstation. All users of that workstation who belong to the purchasing institution (licensee) shall be considered authorized users. However, at no point may multiple authorized users access one license simultaneously. Multiple licenses must be purchased if the product is to be used by multiple users simultaneously.

Scope of License The licensee is entitled to the use and unlimited editing of the product within the scope of music production, performance, recording, and composition. This includes both noncommercial and commercial usage of all types, including, but not limited to, film scores, television scores, music libraries, video game soundtracks, digital and physical music releases, albums, compilations, etc. Exceptions to this scope are listed below. The licensee MAY NOT use the product in the production of any other sample library or virtual instrument products. The licensee MAY NOT sell individual sounds from a product in any context. For clarity: The licensee MAY use sounds from the product to create individual sound effects (SFX) for use in film, TV, advertising, and video games. However, the licensee cannot sell these sounds individually via marketplace, stock music/stock audio site, etc. Ownership, Resale, and Transfer Redistributing, reselling, electronically transmitting, uploading, sharing, or renting the product in any way, shape, or form is prohibited by law. The licensee may create a physical backup copy of any digitally purchased and downloaded product. This backup copy is subject to the same limitations as the original copy of the product, and may not be transferred to any other individual for any reason. Copyright 2016 Impact Soundworks, LLC. All Rights Reserved.