Zomboy Nuclear Lead

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Still_Life
Posts: 9
Joined: Thu Feb 06, 2014 3:51 am

Zomboy Nuclear Lead

Post by Still_Life » Tue Feb 25, 2014 3:02 am

I've been trying to figure this sound out for a while. Here are the screenshots, you are welcome!
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I almost forgot this.
I am routing the sub around the dimension expander and reverb, which is very short (reverb) but adds a lot of apparent size to the sound. Try turning it on and off.
Image


I read the manual for a second time last night and then built this sound from scratch in about 10 minutes by ear. I copied the tutorial for the Nuclear lead by Jaymac on youtube months ago mindlessly I suppose, and forgot everything about it. After all, copying could be rather mindless depending on the mindset.... and after revisiting Jaymac's video after I made my patch (who btw I really appreciate all of the tutorials he has done, seems like a cool guy) I realized that his patch is basically the foundation for what I came up with on my own, interestingly enough.

The sound isn't exact to Zomboy's but I bet changing the wavetable of osc 1 and tweaking the parameters of the filter and other settings you could get damn close.

The main differences are the addition of a bandreject filter and wavetable spreading, amongst other minor things. The spreading and filter make it sound way angrier and more pissed off, if you know what I mean. It's bigger, wider and less toyish. In my headphones it was always obvious that the frequencies of the lead were drastically different from each other in the left and right channels, and I didn't know how to do that. The wavetable spreading is key for this, its like stacking guitar tracks. Stacking the exact guitar track waveform only increases voice unison, and only seems to increase loudness, and doesn't enhance the sound itself. But, by stacking multiple versions of the sound that vary slightly from eachother it sounds freaking huge. The WT spreading does this.

Its all in the screenshots. Ask me any questions if I've missed something.

I appreciate everything this forum has done for me in the past year of lurking and I am happy to contribute in any way I can. I really hope you guys take the 2 minutes to put this together to tell me what you think.
Last edited by Still_Life on Tue Feb 25, 2014 3:31 am, edited 4 times in total.

Still_Life
Posts: 9
Joined: Thu Feb 06, 2014 3:51 am

Re: Zomboy Nuclear Lead

Post by Still_Life » Tue Feb 25, 2014 3:03 am

Damn, how the hell do I make the images show up? This forum is new for me.

Still_Life
Posts: 9
Joined: Thu Feb 06, 2014 3:51 am

Re: Zomboy Nuclear Lead

Post by Still_Life » Tue Feb 25, 2014 3:19 am

Nevermind, they should appear now.

Still_Life
Posts: 9
Joined: Thu Feb 06, 2014 3:51 am

Re: Zomboy Nuclear Lead

Post by Still_Life » Tue Feb 25, 2014 3:38 am

And btw, it sounds great if all three oscillators are set to sine but if you flip through the other wavetables for osc 1 after you've built the patch, you will realize that you can personalize this sound quite a bit. Certain WT's sound like complete ass and some just work, go by ear.

Still_Life
Posts: 9
Joined: Thu Feb 06, 2014 3:51 am

Re: Zomboy Nuclear Lead

Post by Still_Life » Wed Feb 26, 2014 1:30 am

I took another look at this today and noticed a few things. Something I forgot to mention about the voices page, lots of voices is really important and also in the photo showing the voices page also doesn't indicate any WT spreading, add it to taste.

:)

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rareclub
Posts: 44
Joined: Wed Feb 19, 2014 5:23 am

Re: Zomboy Nuclear Lead

Post by rareclub » Wed Feb 26, 2014 2:15 am

Not on a computer with Massive at the moment, but thanks for posting this! Hopefully someone learns a thing or two from it.

Still_Life
Posts: 9
Joined: Thu Feb 06, 2014 3:51 am

Re: Zomboy Nuclear Lead

Post by Still_Life » Wed Feb 26, 2014 3:31 am

No problem. After more time with the patch I do think that a sine for osc 1 is a pretty good choice.

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