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July 2006 Issue Complete 
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July 2006 In This Issue 
Re vi ews 
AAS Ultra Analog 
Modelled Analogue Synth [Mac/PC] 
Like the analogue modelling of AAS's Tassman but don't need its complexity or fancy its price 
much? The much more affordable Ultra Analog could be right up your street... 
Benchmark ADC1 
Stereo A-D Converter 
Benchmark are set to further strengthen their excellent reputation with this eagerly anticipated 
new A-D converter. 
BIAS Peak Pro 5 
Audio Editing, Processing & Mastering Software [Mac OS X]  
This major update to Peak includes a new Playlist editor, full AU plug-in and virtual instrument 
support and a heavy-duty suite of mastering plug-ins. 
Blue Snowball 
USB Condenser Microphone  
A multi-pattern mic that plugs straight into a computer. 
Eventide Anthology II 
Plug-in Bundle For Pro Tools TDM Systems 
Eventide's range of high-quality Pro Tools plug-ins continues to grow, and the new 
Anthology II bundle collects together no fewer than 15 separate effects and processors. 
Focusrite Liquid Mix 
Firewire-based Dynamic Convolution Processor  
PREVIEW: Focusrite's Liquid Mix could be the hottest product of the year, using convolution 
technology to integrate a stellar range of vintage analogue EQ and compressor replicas into 
your DAW. We got our hands on a prototype to see whether it lives up to the hype... (A full 
test will follow in the next few months.) 
Focusrite Saffire LE 
Firewire Audio Interface [Mac OS X/Win XP] 
Focusrite's Saffire already offered an awful lot of Firewire interface for your money, but the 
new LE version could just be even more of a bargain. 
Guitar Technology 
Gear Reviews, Tips and Techniques 
 Marshall Regenerator, Echohead and Reflector effects pedals 
 Technique: tuners and tuning stability 
Hot New Sample CDs On Test 
Sample Shop 
Project SAM Organ Mystique 
 Best Service Peter Siedlaczek String Essentials  
 Big Fish Audio Roots Of South America Volume 2  
 Big Fish Audio Soundscapes For Cinema 
IK Multimedia Amplitube 2 
Amp Simulation Plug-in [Mac OS X/Win XP] 
IK have given their popular guitar amp emulator a radical makeover, with a huge range of new 
models and a sound that's more accurate than ever. Is it an improvement? Read on... 
Korg Pad Kontrol 
USB MIDI Drum Pad Controller 
Pad controllers are aimed at releasing the frustrated drummer in all of us, allowing desktop 
composers access to rhythm sounds without having to use sticks  and Korg's Pad Kontrol 
adds a couple of nice twists to the concept... 
Sound On Sound - July 2006           3 of 178 
Native Instruments Kore 
Hardware Controller & Software Host For Instruments & Effects  
NI's Kore system promises to unify your library of software instruments and effects, creating 
the mother of all workstation synths or multi-effects units. 
NHT Pro M60 & XDA 
Monitors & Digital Amplifier System  
This new pair of high-resolution active monitors features sophisticated Class-D amplification 
and DSP processing options. 
Pearl ELM-C 
Condenser Microphone  
This innovative Swedish mic's long rectangular capsule balances the practical advantages of 
small- and large-diaphragm condenser designs... but sounds more like a ribbon mic! 
Presonus Inspire 1394 
Preamp & Firewire Interface [Mac OS X/Win XP] 
With their latest Firewire interface, Presonus promise high audio quality at an affordable price, 
thanks to the use of software controls instead of physical knobs. 
Sony Acid Pro 6 
Audio & MIDI Loop Sequencer [Windows] 
The original loop-sequencing package has grown into a fully fledged audio and MIDI 
recording program. 
Tascam HDP2 
Portable Digital Stereo Recorder  
Quality mic preamps, 24-bit/192kHz operation, timecode sync... Tascam's upwardly-mobile 
new recorder is going places. 
Taylor Guitars K4 Equaliser 
Preamp & EQ For Expression System Guitars 
This Rupert Neve-designed three-band EQ and preamp is intended for Taylor acoustic guitars 
equipped with the Expression System magnetic pickup array. 
Toontrack EZ Drummer 
Virtual Drum Instrument [Mac/PC] 
Toontrack's simplified version of their flagship DFH Superior offers fewer kits, but with the 
same sound quality and a more user-friendly interface. 
Unitonic Aurora 2 
TDM Soft Synth for Pro Tools 
The first product from developers Unitonic is an unusual TDM soft synth with plenty of hidden 
depths. 
VSL Vienna Instruments 
Virtual Orchestral Instruments [Mac/PC] 
The Vienna Symphonic Library are well known for their amazingly detailed collections of 
orchestral sounds, and now they're providing them as virtual instruments. Will this take the 
VSL concept to a new audience, or is it a step too far? 
Yamaha MW12 
Analogue Mixer & USB Interface  
A compact analogue mixer that also acts as a stereo USB audio interface.  
Sound On Sound - July 2006           4 of 178 
Peopl e  
Producing Eminem & Fiona Apple 
Mike Elizondo  
Mike Elizondo has gone from being Dr Dre's right-hand man, co-writing some of the biggest 
hip-hop hits of recent years, to being an innovative producer in his own right. 
Quality Matters! 
Paul White's Leader 
It's too easy to blame your prized equipment for a poor recording, when in fact the problem 
lies with your music and the way it is played... 
Recording David Gilmour's On An Island 
Andy Jackson 
David Gilmour's chart-topping solo album was recorded on his own Astoria houseboat, a 
floating slice of studio heaven. Engineer Andy Jackson describes the making of the album. 
Roger Nichols: Across The Board 
The Current State Of Affairs 
What can we, as engineers or musicians, do to prevent our recorded legacy being lost? 
Sounding Off 
David Glasper 
Simplicity: for a brighter tomorrow. 
Studio SOS 
Hilgrove Kenrick 
The team create portable acoustic treatment for a TV/film music composer who has plans to 
move house. 
Te chni que  
Apple Mac Book  best value ever? 
Apple Notes 
In just a few weeks, Apple have completed the transition to Intel processors for their entire 
Mac portable line, starting with a 17-inch Mac Book Pro and ending with the introduction of 
the Mac Book family of laptops to replace the iBook. Apple Notes assesses the new 
machines. 
Benchmark Tests 
PC Notes 
A promising new PC system benchmark test has emerged that shows up a previously elusive 
audio interface problem. PC Notes investigates... 
Classic Tracks: Bryan Adams 'Run to You' 
Producers: Bryan Adams  Bob Clearmountain 
The Reckless album was a huge success for Bryan Adams, giving rise to six hit singles - but 
the first one, 'Run To You', was almost never even recorded. 
Logic: Editing Chords & Signatures With Global Tracks 
Logic Notes & Workshop 
The Global Tracks can not only display chords, key/time signatures, and transpose values  
they also let you edit them easily. 
Making A Living From Music For Picture 
Part 8 
In music-for-picture work, there's never enough time to do what you'd ideally like to. We look 
at what it's like producing music under pressure. 
Mix Rescue 
+ Audio Files 
Ian McMillan's band recording presents some challenging drum parts this month, and there 
are also tips for better mixing of bass, guitars, and backing vocals. 
PC System Overload Problems & Workarounds 
PC Musician 
There are many factors that can cause your PC to struggle when playing back your songs  
including RAM, your hard drive, your CPU and your system settings. But how do you know 
which is to blame, and do you have to upgrade or can you work around the problem? 
Sound On Sound - July 2006           5 of 178 
Refining Rhythm In Reason 
Reason Notes & Technique 
Last month we took a look at some basic applications of the Redrum module in Reason drum 
programming. Now it's time to move on to more sophisticated techniques for your rhythm 
parts. 
Region Looping In Pro Tools 7 
Pro Tools Notes & Technique 
When your project includes repeated MIDI or audio parts, the new Region Looping tools in 
Pro Tools 7 enable you to work faster and with greater flexibility. 
Using Automation in Cubase SX 
Cubase Notes & Workshop 
This month we continue to explore Cubase's automation features with a look at the different 
modes available to SX users, and the issues you'll face when using automation and MIDI 
Controller data on MIDI Tracks. 
Using Virtual Instruments In Ableton Live 
Ableton Live Notes & Technique 
When Ableton added MIDI support to Live, they also added virtual instrument support  in 
this article we look at how to take full advantage of software synths within Live. 
What's New In Digital Performer 5 
Digital Performer Notes 
After being extensively trailed at this year's NAMM show and at Sounds Expo in London, DP5 
is finally here. But besides its shiny new additions, such as the six bundled MAS instruments, 
there are some unexpected and intriguing new features that might just prove to be more 
useful to some...  
Sound On Sound - July 2006           6 of 178 
AAS Ultra Analog 
Click & Buy PDF 
Modelled Analogue Synth [Mac/PC] 
Published in SOS July 2006 
Reviews : Software   
Like the analogue modelling of AAS's Tassman but don't 
need its complexity or fancy its price much? The much 
more affordable Ultra Analog could be right up your 
street... 
Derek Johnson 
Once upon a time, the idea of IRCAM  the Paris-based 
music and acoustic research establishment  producing 
anything populist, commercial or, in some cases, 
comprehensible seemed faintly ludicrous. Not that their 
work wasn't fascinating, but in recent years, the 
computing power available to the rest of us has caught up 
somewhat with those at the cutting edge. The result is 
that the likes of IRCAM do release commercial products 
and of course, those who have passed through their 
doors have often gone on to more commercially minded 
concerns. 
Such is the case with Marc-Pierre Verge and Philippe Drogis, the names behind Montreal's 
Applied Acoustics Systems. Both are musicians with a heavy background in physics, 
mathematics and acoustics. AAS's products, however, are not heavy, but put a friendly gloss 
on some serious coding. 
A lot of the work done at IRCAM would now be classed, broadly, as physical modelling: 
simulating real acoustic events with computers. Indeed, AAS's first product, Tassman, is a 
powerful physical modelling synth. Various incarnations of Tassman have been reviewed in 
SOS (see the July 2000, June 2003, and November 2004 issues). Since the release of 
Tassman, AAS have moved sideways into modelling classic electric pianos with Lounge 
Lizard and taken a stab at replicating string-based instruments with String Studio. Their latest 
product sees them returning to their synth roots. 
Ultra Analog costs less than Tassman, but it's also rather simpler to use. Where Tassman is a 
fully-modular creative environment, UA is a 'boot-and-play' affair, though no less inspiring in 
the right hands. Unlike many software synths of today, Ultra Analog wasn't modelled on any 
particular hardware synth, but if you think of any two-oscillator analogue synth, you'll get the 
basic idea. UA is not monophonic like most two-oscillator analogue synths (in fact, it's up to 
32-voice polyphonic) but it can be made monophonic if you want to be purist. And though not 
fully modular, it has modular elements.  
Look Out 
UA's look is clean and approachable, with the various synth elements grouped into logical, 
colour-coded sections. Oscillators, including LFOs, are blue. Filters, of which there are two, 
are red; the same goes for the filter envelope generators. All the modules related to amplitude 
(level and audio output), including amp EGs, are green. There's a greyness to the rest of the 
front panel, if not the facilities: portamento, overall vibrato and tuning are joined by a great 
arpeggiator and a handful of effects processors.  
AAS Ultra Analog running under Ableton's 
Live 4. 
Sound On Sound - July 2006           7 of 178 
There's only one window, though this can be expanded to include 
instant access to the patch library (see the screenshot on the left). Your 
own work can easily be saved and organised from this expanded 
window. 
In common with the rest of AAS's family, Ultra Analog is cross-platform, 
running under Mac OS 10.2 or higher (on a Mac with a minimum 
733MHz processor) or Windows 98SE, 2000, ME or XP (on a PC with a 
minimum 800MHz processor). There is no compatibility with Intel-based 
Macs yet, but as of this review AAS had announced that development 
was under way. Most plug-in and audio standards are covered, such as 
ASIO, MME, VST, ASIO, AU and RTAS, and the software will even run 
as a stand-alone synth, which is great if you just want to do some virtual 
tweaking without the distraction of your audio host. 
You might be thinking that Ultra Analog is in some way related to 
Tassman. While there are sure to be features in common, UA has apparently been designed 
completely from scratch. It's a different beast to the more expensive synth and you won't, for 
example, be able to load patches from one into the other.  
Oscillators & Filters 
First, let's have a look at the basic signal path  old hands will know what to expect. A quick 
glance reveals two more or less identical sets of main sonic modules, each set offering 
oscillator, filter, LFO and a pair of EGs. The PDF manual is good at explaining all this, 
although some newcomers may find it a little obtuse. It covers technical details in a 
comprehensible way, but I say that as an experienced synthesist. 
The oscillator starts well, offering sawtooth, rectangular, sine and white noise waveforms plus 
an octave-below sub-oscillator. AAS have obviously had a lot of experience of different 
oscillator types; to me theirs is more ARP than Moog, though the warmth and fatness of the 
latter are present (not to mention the metallic potential of a Korg MS20). With a rectangular 
wave selected, a pulse-width control becomes available, and this can be modulated by an 
LFO for the classic effect. I wonder why AAS didn't go the extra mile and offer pulse-width 
control over other waveforms? Tuning control, however, is comprehensive: there's course and 
fine tuning, and oscillator detuning options. Keyboard tracking is completely controllable  
equal temperament is at 12 o'clock  and this parameter is also modulatable by an LFO. A 
sort of glide effect offered by the (unlabelled) ramp generator is also worth deploying to add a 
little indeterminacy to the pitch at the beginnings of notes; the Time and Amount knobs are 
what you need for this effect. Oscillator hard sync, a classic effect, is also available, from 
either Oscillator 1 or 2, but is only available when rectangular or sawtooth waveforms are 
selected. Finally, each oscillator has a mini mixer to allow you to route the audio to filter 1 or 2 
and set the overall level and balance between the oscillators. A dedicated noise generator sits 
next to Oscillator 1 (but not Oscillator 2); this simple device has routing controls to the filters, 
and a 'colour' control to modify the frequency content of the noise. 
Next up are the resonant multi-mode filters themselves. Each is capable of low-pass, high-
pass, band-pass and band-reject (notch) operation, and there's a nifty formant option that 
really does add a human edge to patches (there's a choice of male, female or child settings). 
Depending on which type of filter is chosen, you'll have access to six-, 12- and/or 24dB-per-
octave operation. More grit can be added with a choice of saturation algorithms available 
under the Drive menu. 
Cutoff Frequency and resonance (Q) controls are present, but are accompanied by a range of 
options you may not have seen elsewhere. Each has its own keyboard tracking control  a 
subtle change from the global tracking you'd normally encounter. EG and LFO routing are 
also individually assignable to cutoff and Q.  
The browser window, 
which can be displayed to 
the synth's left. 
Sound On Sound - July 2006           8 of 178 
The last filter parameters differ from module to module; Filter 1 has a routing knob to Filter 2 
for operating in series, while Filter 2 has a 'slave' switch that causes Filter 2's frequency to 
follow that of Filter 1, though with an offset defined by Filter 2's 'frequency' knob.  
The Arpeggiator 
Arpeggiators, it seems, can be found in almost all synth-based software except for Propellerhead's Reason. 
AAS have designed a nice example (in the bottom left corner of the UA window) which offers a little more than 
the most basic models. It lets you break up held chords in a rhythmic fashion, but with control over the basic 
rhythmic pattern via a 16-step grid. There are some other simple controls: transpose range, span (which 
determines whether the transposition goes up, down or over the whole note range) and note order, and you 
have the option of sync'ing to MIDI or internal clock as required, but that's about it. I'm pleased to see a 'latch' 
option, so arps keep going once your hands leave the keyboard, but on my AAS request list is a 'transpose' 
option, so you can move the pattern up or down with one finger  I miss that from classic hardware such as 
Roland's SH101.  
Amps & Modulation 
An amplifier ends each chain of modules. There's nothing amazing here as such  the signal 
comes out of the filter and into the amp, you control the level and pan position, and that's 
more or less it. Keyboard tracking can be applied to level and pan, though, with LFO and EG 
modulation. Check out the useful, if faint, Level LED. 
I've mentioned the main modulation sources in passing: there are two LFOs, two filter 
envelope generators and two amplifier EGs. All are well specified, with perhaps the only 
drawback being that the modulators are only routable to similarly numbered target modules  
so LFO 1 can't be routed to a parameter on Filter 2. 
The free running or MIDI-clockable LFOs both produce 
sine, triangle, and rectangle waves, plus two varieties of 
random waveform. The modulation effect can be delayed 
or faded in, and a pulse-width control is available for 
rectangle and triangle waveforms, adding interesting 
sonic movement related to the resulting changes in 
symmetry of the waveform. 
AAS have made their LFOs polyphonic. The modulation 
effect starts anew with each note played, and a Reset button and Phase knob let you alter 
how the cycle starts, to a certain extent. Finally, if you choose to sync to MIDI (or internal) 
clock, a wide range of straight, dotted and triplet-note values is available. 
All four envelope generators have identical parameters, and though the envelopes are based 
on a standard ADSR shape, Ultra Analog goes a little further under velocity control. For 
example, a Time parameter next to the Sustain portion of the EG curve acts almost as 
another step in the envelope. There are two choices of slope, exponential or linear, which 
have a subtle effect on the shape of the overall curve, but an often dramatic effect on the 
audible result. 
Further performance tweaks can be made using Free Run and Legato switches. The former 
bypasses the sustain portion and loops the release stage automatically. Legato lets you 
decide how newly triggered notes are treated when an envelope has already been triggered, 
and looping options allow you to control which stages loop while a key is held.  
You can duplicate a module full of 
parameters in one go, or initialise it 
completely for a fresh programming start. 
Sound On Sound - July 2006           9 of 178   
The Recorder 
The oddest front-panel feature I noted on first launching this plug-in was the Recorder. After the double take, I 
had a play and found it very useful. Recording works in stand-alone mode, or when the plug-in has been 
enabled in a host. Now imagine you've got something interesting going with a UA patch in a mix or 
performance that you'd like to deploy elsewhere. Easy  you just press the plug-in's Record button and save 
the audio. There's no need to mess with host computers' audio system, and because an audio file of a 
performance will usually demand less of your system than an instance of Ultra Analog, you can fine-tune a 
performance, record it as audio, and then reload it into an audio track, freeing up real-time DSP for a further 
instance of the plug-in.  
Look Beyond 
That's not all there is to UA, however. As I've mentioned, the oscillators (and the noise 
generator) can be routed to either filter. 
Having this option means that a single-oscillator patch can have rather more depth than you 
might think: the two filters can have radically different characteristics and modulation routing, 
and the amplifiers may be panned left and right. The synth certainly seems more modular 
than it actually is, and a few minutes tweaking can soon produce quite complex soundscapes 
that sound as if they're coming from something much more complicated and expensive. And 
that's before we add the effects... 
On a more mundane level, it's worth noting that most individual modules, and many of the 
parameters within the modules, can be enabled or disabled at will. This has the dual 
advantage of letting you be very precise about programming and allowing you to remove 
unused elements to save on your computer's DSP power. Furthermore, settings from like 
modules can be copied from one to the other (as shown in the screenshot on the previous 
page), or reinitialised. 
All that remains, from a strictly voice-creation point of view, are the Global modules. The one 
labelled Keyboard governs overall tuning, and mono/poly mode, with a Unison option thrown 
in. The Stretch and Error parameters add controlled or random tuning variations, emulating 
something genuinely old and in need of a service, although stretch tuning, of course, is a term 
from the world of piano tuning. As if two LFOs weren't enough, the Global Vibrato module 
adds a little extra to a patch, and delay and fade options help make the effect more natural. 
Finally, portamento, or glide, also gets a Global module to itself.  
Effects 
Effects aren't really a necessary addition to Ultra Analog's sonic arsenal  most of us will be 
working with a software host that offers plenty in this line, and freebies abound on the 
Internet. But here they are, and AAS have kept it simple so that the effects don't get in the 
way of the core business. Modulation, delay and reverb modules are provided, each with a 
handful of significant parameters. Four choices of parallel and linear routing include two 
options that treat the outputs of the two rows of synth 'modules' with a different effect each  
a nice touch. 
The Chorus module offers chorus, flanging and vibrato with stereo options, and these effects 
can be sync'ed to tempo. Needless to say, there are Rate, Depth and Wet/Dry mix controls. 
The delay effect is also sync'able, and the options here mix realistically retro with precisely 
modern in effects labelled 'ping pong', 'slap back' and 'tape', which should give you an idea of 
what's available. Finally, the reverb module will not replace anything your host software can 
provide, but approach it as part of Ultra Analog's editing facilities and you won't be 
disappointed. It's a little ringy and crunchy, but can help add air and space to a heavily 
delayed or arpeggiated patch. Algorithms range from small room to various sizes of hall. 
Sound On Sound - July 2006           10 of 178  
MIDI Control 
It would definitely be remiss of AAS if they hadn't provided a way 
to access on-screen parameters via MIDI controllers. But they 
have, and it's simple and powerful. Links to outside controllers can 
be made by holding down the Control key and clicking on a 
parameter (on the Mac version  PC users click with the right 
mouse button as usual) and sending the desired controller data. 
Nearly everything on screen can be so addressed. The parameter 
learns the link, though the user can edit this as required and 
customise how the parameter responds to any incoming data. 
What's best is that a screen full of MIDI links can be saved as 
easily as if it were a normal patch. This works because UA's on-
screen elements are always in the same place  so if you have a 
way of controlling Ultra Analog with a particular hardware device, you can import that MIDI map into the plug-
in for use with another patch at another time.  
MIDI controller links to on-screen parameters 
can be made manually in this window.  
Look Now 
Working with Ultra Analog is a doddle. The interface is really approachable, and great sounds 
just pour out of the synth as you get to grips with it. I'd barely auditioned the factory presets 
before I was creating folders full of my own. 
On the subject of the factory set, it's hard to summarise the huge collection. Even AAS must 
have seen the trouble coming, and have created a hard-to-miss folder of patches called 
'!!Guided Tour!!' which gives you a taster of thunderous basses, arpeggiations that will seem 
impossible until you've played with the synth, full-frontal leads and some of the warmest, 
huggiest pads this side of an ARP Quartet. And any 'voice'-themed patch will have you 
whizzing over to the 'formant' filter options for some experimentation of your own. 
UA appears to be a fairly efficient plug-in that doesn't make huge demands on its host. But a 
really busy patch with lots of delay repeats and a long reverb can get a bit much, and you'll be 
hard pressed to get multiple instances to work (UA is definitely not multitimbral!). If I had to 
nitpick, I'd have a go at the size of some of the on-screen buttons  those that disable 
modules and parameters are particularly small. And the stereo output level meters (to the 
right of the effects) can be really faint and hard to read. Some other elements  the 'LEDs' 
which indicate the normal or central position of some knobs, for example  are also really 
faint. 
Ultra Analog's main selling point has to be its selling point; for the money, this is a lot of synth. 
There's stuff missing when compared to more expensive software, but it's nothing that you'd 
notice while you're having such a ball making new sounds (if you're feeling a bit flush, though, 
check out the AAS modelling bundle: all their current plug-ins are included, offering an insane 
saving on the individual packages). 
In short, I heartily recommend AAS's Ultra Analog to anyone who likes working with 
computer-based synths. The simple interface hides the heart of an analogue beast  from 
throbbing bass to supersonic leads, it's all here.   
Published in SOS July 2006  
Sound On Sound - July 2006           11 of 178   
Benchmark ADC1 
Click & Buy PDF 
Stereo A-D Converter 
Published in SOS July 2006 
Reviews : A-D/D-A Converter   
Benchmark are set to further strengthen their excellent 
reputation with this eagerly anticipated new A-D converter. 
Hugh Robjohns 
The Benchmark ADC1, the long-awaited partner to the 
highly-regarded DAC1 D-A converter (reviewed in SOS 
July 2005), has finally arrived, more than two years after it 
was first announced. This unusually long gestation period 
is partly due to the company diverting their efforts into 
developing other products, but it's also because they 
decided that the original design approach would not 
achieve the exceedingly high standards established by 
other Benchmark products and now expected by their customers. Consequently, the original 
design was largely scrapped and the R&D team started again with a blank piece of paper. 
Initially, it was suggested that this new stereo A-D converter would also incorporate mic 
preamp facilities, but this has turned out not to be the case. The ADC1 is thus a relatively 
straightforward line-level stereo converter, but I understand that a separate product combining 
a high-quality preamp and A-D converter is in development.  
Overview 
The ADC1 has been designed to match the DAC1, both technically and aesthetically. It is 
housed in a similar 1U half-rack case with a built-in linear mains power supply, and it supports 
all standard sample rates up to 192kHz with 24-bit word lengths.  
The rear panel features a pair of electronically balanced XLR inputs for line-level analogue 
signals, four digital outputs, and reference clock input and output facilities. The three 'main' 
digital outputs are standard AES3 on an XLR, S/PDIF or ADAT on an optical Toslink 
connector and AES3-id (the unbalanced, 75(omega) form of AES3) on a BNC connector. An 
adaptor is provided to convert the BNC to a phono socket for easier connection with S/PDIF 
equipment.  
All three digital ouputs carry identical 24-bit data at the selected sample rate, and if the ADAT 
output mode is selected the appropriate SMux-2 or SMux-4 format is applied automatically. 
This allows stereo signals at up to 192kHz sample rates to be transported via ADAT, 
spreading the data across the available channels to keep the individual track data rates 
standard. At base sample rates (44.1 and 48kHz) only channels one and two are used, the 
rest being left silent. Double-rate sampling audio (88.2 and 96kHz) occupies the first four 
ADAT channels using SMux-2, and the quad rates (176.4 and 192kHz) fill all eight channels 
using SMux-4. 
The fourth digital output is called the 'Aux' output and the idea of this facility is to provide a 
suitable recording feed for DAT or CD-R machines, for example. It is provided on another 
BNC socket which can be switched to carry exactly the same (bit-accurate) signal as the main 
outputs, or a 16-bit version. The latter can be generated at either 44.1 or 48kHz sample rates 
completely independently of the sample rate selected for the main outputs. The word length 
truncation is linearised automatically with standard TPDF (Triangular Probability Distribution 
Function) dither, giving a flat noise spectrum.   
Sound On Sound - July 2006           12 of 178 
The BNC word-clock input can accept any common digital reference  straight word clock 
(including x256 Super Clock), AES3-id or S/PDIF  while the word-clock output carries a 
buffered clock running at the converter rate, whether that is derived from an internal or 
external clock. 
The front panel is pretty busy compared to the DAC1, but that is an unavoidable aspect of A-
D conversion  there are many more things to control and configure than in a D-A converter. 
However, the limited space on the front panel has forced Benchmark to combine several 
functions onto a single switch and I feel this makes the unit a little less intuitive to use. 
The right-hand side of the panel is concerned with setting the analogue input gain, and to that 
end each channel is equipped with a three-position toggle switch providing 0, +10 or +20dB of 
primary input gain. A second set of toggle switches is used to switch between the Calibrated 
and Variable controls for each channel's second gain stage. The Calibrated control is a 10-
position trimmer, accessed through a hole in the front panel, which allows a preset, calibrated 
level to be established. The Variable rotary knob is used to set the input level manually and it 
has the same kind of lightly detented action as the DAC1's output-level knob.  
Both Variable and Calibrated controls have a range of about 24dB, but there is some 
confusion as to how that is applied. The handbook says the adjustment range spans -1.3 to 
+22 dB, while the front panel markings around the manual level knobs suggest a range of -5 
to +19 dB, and I'm inclined to believe the latter. Regardless of this anomaly, the complete 
gain range allows a 0dBFS peak-level signal to be achieved with analogue input levels 
anywhere between -14 and +29 dBu. As supplied, the SMPTE standard alignment of -
20dBFS is achieved with a +4dBu input if all the controls are set to their 0dB gain markings  
and the calibrated trimmers are set to that level at the factory. 
To the left of the input-level controls is a stereo horizontal bar-graph meter, with nine LEDs 
per channel. The display resolution can be set using the adjacent three-position toggle switch, 
selecting either a 48dB range, with the LEDs spread in 6dB steps, or a 20dB range, with the 
top six LEDs being in 1dB increments. The first seven LEDs are green, with the penultimate 
being yellow and the last  which lights when the quantiser has been overloaded  being 
red. There is no soft-limiting function available in the ADC1, so you really don't want to see 
any red lights! A peak-hold function to extend the illumination time of brief transients is 
available if the 20dB range option is selected. 
The most complicated and least intuitive part of the converter is the last control section to the 
left of the meter. A square of nine green LEDs is used to indicate the sample rate, internal or 
external clock source, S/PDIF or ADAT optical output, and the format and sample rate of the 
Aux output  and it's all configured through a single three-position toggle switch! The use of 
different-coloured LEDs might have made interpreting the display a little easier, and some 
markings around the switch would have helped the occasional user. 
The toggle (Mode) switch has momentary (non-latching) up and down positions. Pushing the 
switch up repeatedly cyles through the clocking options for the main outputs, and the block of 
four LEDs in the top left corner of the array reflects the current setting. The vertical pair on the 
left illuminates to show 44.1 or 48kHz sample rates, while the second vertical pair illuminates 
to indicate x2 or x4 modes  the combination enabling all standard rates between 44.1 and 
192kHz to be indicated. 
In addition, the last option before the internal rates cyle around again is to sync to the external 
clock input, indicated by the LED in the bottom left corner of the array. If an acceptable 
external clock is selected, the bottom LED comes on and the appropriate sample-rate LEDs 
illuminate to reflect the measured incoming rate. If no external clock is present (or it is 
unstable), the external clock LED flashes to indicate a problem. 
Sound On Sound - July 2006           13 of 178 
Pressing the Mode switch down instead of up cycles through the options for the Aux output. 
These start with sending the same signal as the main outputs, and then a 16-bit signal at 
either 44.1 or 48kHz. The column of three LEDs on the right side of the array indicates these 
three modes. 
The only LED in the array not yet mentioned is the one in the centre of the bottow row. This 
illuminates when the optical output is configured as an ADAT interface. Pressing and holding 
the Mode switch for three seconds toggles the optical output between S/PDIF and ADAT 
modes.   
Technology 
The balanced analogue input signals are received and processed mainly with Analogue 
Devices AD797 op-amps  which are marketed as ultra-low distortion and ultra-low noise 
devices  plus a couple of OP27 op-amps for good measure. The conditioned input signals 
are then fed to the A-D converter stage. 
The ADC1 employs the same 'UltraLock' technology as the DAC1 to isolate the converter 
circuitry from any interface jitter associated with external clocks. The idea is that the A-D 
conversion is performed with a rock-solid local crystal clock, and the output then transcoded 
through sample-rate converters to provide the required output sample-rate, externally 
referenced if required. This approach ensures the highest possible conversion quality with 
minimal jitter, and the graphs and specs published in the handbook would seem to 
demonstrate the benefits of this clever technique.  
The heart of the ADC1's analogue-to-digital conversion is 
a 192kHz/24-bit AKM5394 converter chip, which is 
running at a fixed 221.2kHz sample rate (referenced to a 
local 28.322MHz crystal). The AKM chip is apparently 
happy to operate at such an unusually high and non-
standard sample rate, and Benchmark claim that this approach has significant benefits in 
terms of the signal-to-noise ratio and filter response in the subsequent sample-rate 
conversion. 
Separate 22.5792 and 24.576MHz crystals provide clock references for the internal 44.1 and 
48kHz output rates (and their multiples), and pass these directly to a Xilinx Spartan FPGA 
(Field Programmable Gate Array). This device is configured to provide all the operational 
control logic functions, internal signal routing, output formatting (AES, S/PDIF, ADAT and 
SMux), word-length reduction and even the metering display ballistics.  
External clock inputs are routed to one of two receivers. S/PDIF or AES3-id reference clocks 
are passed to an AKM4114 chip, while standard word clock or Super Clock references are 
handled by an RS485 receiver. These particular devices were selected for their ability to 
recover usable clocks from very low-level and poor-quality signals. The recovered clock input 
is then passed to a VCXO PLL (a voltage-controlled, crystal oscillator-based, phase-locked 
loop, using the Analogue Devices ADF4106 and Texas Instruments PLL1706 devices), to 
regenerate a clean, low-jitter external clock reference, which is passed on to the FPGA. 
Depending on the operating mode, the FPGA routes the appropriate internal or external clock 
signals to either or both of a pair of AD1896 sample-rate converters (the same type used in 
the DAC1). These accept the 221.2kHz sample rate data from the A-D converter, and 
calculate the output signals for the required sample rates for the main and Aux outputs. These 
signals are then formatted as necessary and routed on to the appropriate physical outputs by 
the FPGA.  
Sound On Sound - July 2006           14 of 178   
In Use 
Although the operation of the Mode switch is less than perfectly intuitive, the way it functions 
becomes apparent after a little fumbling around  and both the handbook and quick start 
guides explain it all extremely well, if you are the sort of person who reads manuals. The rest 
of the unit is very clear and simple to set up, and the range of acceptable input levels is 
unusually wide, making it easy to align the ADC1 with both professional and semi-pro 
equipment.  
I particularly liked the option to switch between calibrated and user-adjustable levels at the 
flick of a switch, and although I was initially concerned that the detented level controls might 
make matching levels between channels difficult, this proved not to be the case at all. I was 
able to match channel gains very precisely at any level setting. 
Everything worked exactly as advertised from the point of view of external clocking and output 
formats, and deliberately trying to upset the ADC1 with low-quality and extremely jittery 
external clocks had no noticeable effect whatever on the converted audio, which is as it 
should be. The ADC1 is quite lethargic when syncing to an external clock  it can take 
anything from about two to five seconds  but it gets there in the end and always reported 
incoming sample rates accurately during testing. The slow lock-up is an inherent side-effect of 
the jitter-filtering processes involved. 
In terms of absolute sound quality and resolution, the ADC1 impressed me greatly  I 
evaluated the converter by partnering it with Benchmark's DAC1, and comparing it to my own 
Apogee PSX100 and the Prism Sound ADA8XR, which was reviewed in SOS April 2006 
(www.soundonsound.com/sos/apr06/articles/prismada8xr.htm). At elevated sample rates the 
ADC1 boasts a clean, open sound with extended bandwidth in both directions. It has no 
discernible character of its own and seems able to capture whatever sonic qualities are 
present in the source without adding, subtracting or obscuring anything. The bottom end is 
particularly solid and defined, and I found that stereo images were captured accurately and 
with a very good sense of depth and spaciousness. My only mild criticism is that there is the 
faintest hint of congestion at the extreme top end when using standard sample rates, although 
all the double and quad rates sounded very transparent and neutral, with superb resolution 
and transient detail. In fairness, I should say that the Prism Sound unit showed a similarly 
subtle effect at base sample rates, and it was far more obvious on the (now obsolete) 
Apogee.   
Conclusions 
The ADC1 is expensive in comparison to typical mid-market converters such as those from 
RME, Lynx and Apogee (the Apogee Rosetta 200 is similarly priced but includes a stereo D-A 
stage as well, for example). However, I feel justified in suggesting that the ADC1 performs at 
a significantly higher level and compares more naturally with serious high-end products from 
the likes of Lavry, Prism Sound and dCS. In that context, the ADC1 represents substantial 
value for money, giving only a little away in terms of ultimate resolution.  
The Benchmark DAC1 impressed me so much that I felt compelled to own it. I suspect my 
bank manager will fear the same will apply to the ADC1. The long wait has certainly been 
worthwhile, as the ADC1 lives up to the excellent reputation established with the DAC1 and 
the pair form a perfect partnership. The ADC1 is highly recommended for serious 
applications.   
Published in SOS July 2006 
Sound On Sound - July 2006           15 of 178 
BIAS Peak Pro 5 
Click & Buy PDF 
Audio Editing, Processing & Mastering Software [Mac OS X] 
Published in SOS July 2006 
Reviews : Software   
This major update to Peak includes a new Playlist editor, full AU 
plug-in and virtual instrument support and a heavy-duty suite 
of mastering plug-ins. 
Paul White 
I often describe BIAS' Peak as a 'Swiss Army Knife' of a 
program, as it goes far beyond the stereo audio-file 
editing capabilities that are at its heart. Certainly, if you 
simply want to trim or edit audio files and then produce a 
pre-master for CD duplication it will do the job perfectly, 
but it is also a powerful sound-design tool popular with 
sample developers and film sound-effects creators. 
Numerous sophisticated DSP sound-processing functions 
(which seemingly increase in number with every 
incarnation of Peak) are built into the program, but third 
party plug-ins, including virtual instruments with the latest 
version, may also be used. Peak can also handle 
numerous batch-conversion operations, which can be a 
real time-saver in a commercial situation, and there are 
several tools for improving or rescuing damaged audio 
files. These features, along with a comprehensive graphical interface, have helped to keep 
Peak at the forefront of audio editing on the Mac platform. However, far from being 
complacent, BIAS (Berkeley Integrated Audio Systems) have radically overhauled the 
program, adding enhancements that include comprehensive Audio Unit (AU) plug-in support 
and a brand-new Playlist section. In the Peak Pro XT version they've also bundled the six 
heavy-duty mastering plug-ins that comprise the Master Perfection Suite. (Peak Pro 5 is 
essentially the same program but without the Master Perfection Suite.) As with the earlier 
version of the software, audio files of up to 32-bit, at whatever sample rate your hardware can 
deliver, are supported. All edits are non-destructive until a project is saved, and there's 
unlimited Undo/Redo, with a full Undo history. I don't propose to cover all of Peak's many 
attributes again during this review of the update, so for more info on what Peak is already 
capable of, check out our review of Peak 4 in SOS May 2004 
(www.soundonsound.com/sos/may04/articles/biaspeak4.htm). 
If you don't need the Pro version of the sotware, the budget Peak LE offers similar editing 
features and, like the flagship version, has been updated to include movie support (more 
details overleaf) and Peak's newly designed Red Book-compliant Playlist, complete with all 
the necessary PQ subcode editing, ISRC (International Standard Recording Code) entry and 
CD Text features for CD burning. Missing from Peak LE is the new advanced waveform view 
in the Playlist  a key feature of the professional edition. 
On the plus side, Peak LE features the same high-quality sample-rate conversion used in 
Peak Pro (although the highest quality setting is capped at '4', as opposed to the '10' of Pro 
XT). According to BIAS, this is still very good, and better even than that offered by Peak 4. 
The updated Peak engine also includes Quicktime Movie/DV-clip synchronisation, plus a new 
Change Duration DSP process for adjusting the length of audio clips with minimal side-effects 
and without affecting pitch. The Change Duration feature in Pro 5 offers an additional tempo-
envelope option, and the same technology is used to provide a high-quality Change Pitch 
DSP function. For easier editing, there's also an Auto-Define Tracks tool that can 
automatically divide up album-style material into separate tracks by detecting pauses. If all 
this sounds impressive, check out the full extent of what's been done to Peak Pro at 
www.bias-inc.com/products/peakFeatures/. For a limited time, bundles offering free extras in 
all versions of Peak are available. Again, full details are provided on the BIAS web site.  
The main waveform-editing screen, 
where regions are selected and 
markers placed. The complete file is 
shown at the top of the display, while 
selected sections can be zoomed in the 
lower area. 
Sound On Sound - July 2006           16 of 178  
Installation & Copy Protection 
The first obvious difference during installation of Peak Pro 5 is in the copy-protection scheme, 
which now uses a USB dongle. This is authorised on-line when you register the software and 
allows the program to be installed on multiple machines, as all you then need to do is plug the 
key into the machine you wish to use. Clearly, this is good news if you tend to move between 
a laptop and a studio machine. My dongle is sticking out of a USB hub along with several 
others and appears to work perfectly happily. Just prior to going to press, BIAS informed me 
that when the forthcoming Peak Pro 5.2 update is released, the USB key will be optional and 
the program, as well as the additional plug-ins included in the XT edition, will be protected by 
default using a new software authorisation key. This means that a USB key will not be 
required, which is good news for dongle haters, but it will be available for a nominal fee if you 
prefer a hardware key.  
Playlist & CD Production 
As with most updates, some of Peak's new features and capabilities are added to menus and 
so may not be immediately obvious, while others take the form of new windows where it is 
immediately apparent that something has been added or changed. One such area is Peak's 
Playlist, where the newly designed List view window has been augmented by a graphic 
waveform view directly above it, showing staggered or linear views with object transparency, 
allowing crossfades and tracks to be adjusted visually (see screen above). You can zoom in 
or out much as you can in the main window, and drag region boundaries as required. Several 
styles of crossfade are available and customised crossfade versions can be saved for future 
use. 
Roxio's Jam features a very nice graphical window for 
adjusting track gaps, fades and start markers, and BIAS 
have had to add comparable features to Peak now that it 
no longer relies on Jam for its playlist and album-editing 
features. BIAS stopped including Jam because both Peak 
Pro and LE 5 now support full Red Book disc-burning 
directly. They don't all work in exactly the same way, but 
the end result is much the same, including the ability to 
dither while burning. Other important differences are that 
Peak uses the Apple disc-burning engine and Jam 
doesn't offer such comprehensive editing and processing 
capabilities. Having said that, in order to maintain compatibility Peak continues to offer Jam 
Image import and export. 
The revised Playlist editor can be used to sequence multiple audio files or regions, with 
flexible options for crossfading between items. The POW-r dithering algorithm is the same 
one employed by Logic and Pro Tools and is well regarded. 
Essentially, the designers have tried to ensure that they've at least covered all the options 
offered by Jam and then added some more of their own. The Playlist offers unlimited 
Undo/Redo, plus keyboard trigger functions for auditioning and nudging audio segments and 
edits. Because the Playlist burns files that are Red Book compatible, they may be used as the 
source for professional duplication and they include ISRC entry windows, CD track indexes, 
PQ subcode editing, CD-Text, and so on. Peak's own V-Box plug-ins may also be applied to 
the files within a Playlist as part of the burning process, which can save a lot of time if you 
want, for example, to make a CD out of some noisy audio (say, an old recording) and de-
noise it as you burn it.  
The updated Playlist editor, showing 
the newly introduced waveform view. 
Sound On Sound - July 2006           17 of 178 
Of course, audio-format CDs are prone to errors and on most systems you have no way of 
checking these, so the first you know about them is when the pressing plant throws your 
master back at you and says the block error rate is too high to work from. To get around this 
problem, Peak 5 Pro has an extension that supports the standard 'DDP' file-export format. 
Many pressing plants prefer to receive material in the robust DDP data format, so the 
availability of this extension is a very welcome addition for anyone preparing pre-masters for 
duplication. Although it will normally be a paid-for option, I understand that the extension will 
be offered free to Peak XT purchasers for a limited period.  
Plug-Ins 
The plug-in side of Peak follows the same philosophy as it did in earlier versions of the 
program, using both inserts and a graphical effects (V-Box) routing window, but it now 
supports Audio Units plug-ins as well as VST throughout. Bouncing and virtual instruments 
are now also supported in these two formats (instruments are playable either via external 
MIDI or from an on-screen virtual keyboard), and there's an automatic latency compensation 
facility for Audio Units and VST effects. 
A further benefit of Peak's plug-in management facilities 
is that both VST and AU plug-ins used in the V-Box 
matrix (once saved as a user preset) can be opened in 
other programs, even though the other programs may not 
support both formats. I'm told that this function is 
technically not the same thing as a wrapper  it simply 
supports both AU and VST effects and instruments. In 
practice, this generally works fine, but I did have 
'unexpected quitting' a couple of times when combining 
plug-ins from different sources and in different formats. 
This is not really surprising, as not all third-party plug-ins 
are happy to play nicely together. 
BIAS were one of the first software companies to include a convolution reverb process as 
standard, which is one reason why earlier versions of Peak became so popular with film 
sound designers. Convolution may be used both to create 'sampled' reverbs and to 'convolve' 
one sound with another, to produce something completely new and abstract. Peak's 
Impulseverb has had a cosmetic update and gain controls have been added for both the 
impulse response and main audio source. Other than that, it is functionally similar to the 
previous version.  
Alternatives 
There are no direct alternatives to Peak on the Mac platform, although i3's DSP Quattro (last reviewed 
in Sound On Sound April 2003) improves with every incarnation, so that may be an option if you need 
something less heavy-duty. There's also Peak LE 5, as described in the main body of the review, which 
currently costs even less than DSP Quattro. On the PC/Windows platform, Steinberg's Wavelab is the 
obvious 'big-gun' contender.  
DSP Processes 
Some of the improvements in Peak Pro 5 are hidden under the hood and are therefore less 
obvious  for example, the refined time- and pitch-manipulation algorithms that include a 
new transient mode to help prevent artifacts when percussive sounds are being processed. 
BIAS have always been very concerned about the quality of sample-rate conversion and their 
SRC routine now appears to be one of the best available. (After all, there's no point in 
recording at high sample rates and then using an SRC to provide a 44.1kHz CD version if the 
SRC is going to negate any benefits that recording at a high sample rate might have had in 
the first place.) An industry White Paper that I saw at the NAMM show earlier this year 
compared Peak's SRC to that of 11 other mainstream audio programs and concluded that 
Peak's was amongst the best out there (the paper is available at www.bias- 
Within the new Playlist, there's 
extensive control over crossfading 
between regions and the placing of 
track-start markers. 
Sound On Sound - July 2006           18 of 178 
inc.com/products/peakPro5/resampling, for anyone who is interested in seeing the results in 
full). The SRC algorithm is also utilised to provide high-resolution tape-style audio-playback 
scrubbing via Apple's Core Audio. Where quick and dirty sample-rate conversion is required, 
however, Peak can be set to use faster, less sophisticated algorithms. 
In addition to upgrading established algorithms, Peak Pro includes some completely new DSP 
processes, such as the aforementioned Auto-Define Regions, a Strip Silence function and the 
ability to derive an envelope from an audio signal. The already comprehensive Batch File 
Processor has now been updated to enable the preservation of file resolution and type, while 
a new Recover Audio File command gives users a fighting chance to recover part or all of 
damaged audio files.  
Bits & Bobs 
Some improved features take the form of additional convenience tools, such as the new 
Region Split command, and Unicode support that allows file names longer than 32 characters 
to be used. Audio files of up to 10GB can now be worked on without you first having to split 
them up, while waveform drawing has been updated, allowing more meaningful audio phase 
information to be shown in the audio waveform window. SMPTE HD units (relating to frames 
of High Definition TV picture as opposed to PAL or NTSC) have been added to the time 
display, but one of the real biggies for those working in multimedia or game development 
must be the addition of the facility to Snap to CD Frames, PS2 or Xbox Units in the Actions 
menu. 
While Peak Pro 5 no longer needs Jam to take files to the CD pre-mastering stage, the days 
of included audio-DVD mastering are still some way off, so a special trial edition of 
Minnetonka Audio's Discwelder Bronze DVD-Audio disc-burning software is bundled with 
Peak Pro. The trial version enables users to burn up to five DVD-A discs, after which there's 
an opportunity to upgrade to the full version at a preferential price. However, I still find it 
frustrating that although surround sound has been with us for a long time, there's no 
straightforward integrated editing and Audio DVD-burning application that will let us take a 
bunch of surround WAV or AIFF files from a DAW and turn them into a playable surround 
album in one or more of the currently popular surround formats. Maybe if more effort went into 
this area across the board, surround would catch on more seriously in the project studio 
marketplace. As it is, it seems to be attracting very little interest.  
System Requirements 
G3, G4 or G5 desktop Apple Macintosh, iBook or Powerbook (400MHz processor or better recommended). 
Minimum 1024 x 768 screen resolution. 
Mac OS 10.3.9 minimum (CD Text requires 10.4 or greater). 
256MB RAM (512MB recommended). 
330MB available disk space. 
Hard drive offering 18ms average seek time or faster. 
QuickTime 6.0 or later. 
Impulseverb requires a G4 processor or faster. 
Support for third-party audio hardware may require compatible Core Audio drivers. 
Available USB Port for included USB Key.  
Using Peak Pro 5 
As before, Peak Pro 5 will only let you edit one stereo audio file at a time  it is not designed 
to handle multitrack or surround-sound projects  but it still offers vastly more functionality 
than the waveform editors built into the mainstream DAW packages  including Deck, BIAS' 
own multitrack DAW. While drag-and-drop is supported in the Peak Playlist window, you can't 
drag files from the desktop to the main edit window, or to the contents window, which feels a 
little odd, as most DAWs routinely allow you to do this. You can drag files to the application 
icon in the dock and they do open, however. 
Sound On Sound - July 2006           19 of 178 
The batch processor is great for repetitive jobs, such as converting a folder full of audio files 
to a different format, or applying a sequence of processes to all of them. The RMS 
Normalisation process, designed to match average dynamic levels, is still a long way from 
being intelligent enough to optimally match the subjective levels of different styles of music on 
the same album (ballads would tend to sound too loud compared with heavier rock songs, for 
example), but it is infinitely better than using peak normalisation on everything and can be 
very useful when preparing material for the Internet or for Podcasts. The smoother tape-style 
scrubbing makes marking up edit points even easier than 
it was before. 
As the manufacturers are very keen to point out, Peak is 
currently the only Mac waveform editor to support both 
VST and Audio Unit plug-ins within the same 
environment. Despite the fact that software samplers 
have virtually decimated the hardware sampler market, 
Peak continues to support the most popular models of 
hardware sampler, and now that there's also a MIDI input 
feature and soft-synth support (as I've already mentioned, 
both VST and AU), sounds can be played, recorded and 
processed entirely from within Peak. However, it might 
have been nice to include specific support for the more 
popular soft samplers, such as Emagic's EXS24. 
As I use Peak only for special projects, usually mastering 
and file editing, I don't feel completely familiar with all of 
its operation and the toolbar icons still sometimes leave 
me scratching my head. The 'tool tip' info that comes up 
when you roll the mouse over an area helps here, but some days I still finding myself longing 
for the simplicity of the old Sound Designer II software, which I'd learned to use very quickly 
for editing and compiling. In Sound Designer, I particularly liked the way you could use a 
couple of keys to mark the starts and ends of selections on the fly without first having to 
create markers. However, in Peak you can place markers on the fly and then use a keystroke 
to 'change markers to regions'; although the process is one step longer it's still pretty 
straightforward. 
Perhaps allowing the user to add colour to some of the toolbar icons would be a simple step 
forward, and adding Logic-style screensets might also make sense now that the program has 
grown a few additional windows. Another feature that might help is to have the currently 
assigned key command displayed alongside the 'tool tip' information, as you can configure so 
many things now that it's a job to remember them all. Of course, the beauty of Peak's being 
so configurable is that if all you need is a Sound Designer alternative, you can can set up a 
limited set of toolbar icons and key commands that feel familiar. 
One thing in Peak that seems a bit 'clunky' to me is how you have to manually zoom in to the 
playlist waveform overview to see your crossfades in detail: in Sound Designer II or Jam, you 
simply click on the required part of the playlist and the crossfade window opens. As far as I 
can see, you can also set up only one nudge value in Peak, whereas SD II allowed coarse 
and fine values to be set up. Maybe function-key combinations to increase the nudge time by 
a factor of 10 or 100 would be useful here? A final request, if technically possible, would be 
the ability to place a track-start marker in the middle of a piece of audio without first having to 
perform an edit  for example, between two tracks that segue into one another or during an 
applause section in a live album. To be fair, this is now easier than it was previously, as you 
can use the new Region Split command, but having it all in the Playlist window would be 
neater.  
Essentially a 'fingerprint' equaliser, 
Repli-Q, which is part of the Peak XT-
only Master Perfection Suite, can 
impose the frequency spectrum of one 
sound onto another and offers 
numerous creative and corrective 
possibilities. 
Sound On Sound - July 2006           20 of 178   
The XT Option 
In the Peak 5 Pro XT package you also get both the Soundsoap 2 and Soundsoap Pro noise-
reduction and audio-restoration plug-ins, which came out very well in our reviews when we 
checked out the the stand-alone versions. On top of that, as mentioned earlier, there's the 
Master Perfection Suite of plug-ins, offering mastering-quality multi-band (three and five 
bands) dynamics, the Repli-Q 'fingerprint' equaliser, new analysis and metering tools and a 
serious parametric equaliser. Unfortunately you can't yet open these plug-ins directly in other 
DAWs, such as Logic, but there are plans for an update that will allow this. BIAS have 
confirmed that they are going into the beta-testing stage on the Master Perfection Suite for 
AU, RTAS and VST on Mac OS X and Windows XP, with a projected release time of summer 
this year. It will be a free update for all XT users and will also be available as a separate 
bundled product. 
Examining the individual components of the suite in turn, 
I'll mention Repli-Q first. This works in a similar way to 
other 'fingerprint' EQ products, in that it 'learns' a source 
frequency response and a target frequency response, 
then calculates a complex EQ curve to make the source 
match the target. The degree of detail in the EQ curve 
can be reduced using the smoothing slider, while the 
degree to which the source is processed can also be 
adjusted. Providing you're careful with this tool, you can 
make mixes of similar styles of music match in sound 
more closely, and also make DI'd acoustic guitars sound 
more natural by using a real miked acoustic guitar 
recording as the reference. You soon learn what this kind of processor can and can't do, but 
don't be afraid to experiment, as there's lots of potential. One example that came to my mind 
was creating your own speaker emulator by processing a DI'd guitar sound against a 
reference from a miked combo. 
The Superfreq parametric EQ is as easy to use as any other parametric, and you can load 
versions with different numbers of frequency bands, according to your requirements, up to a 
maximum of 10. In general, when adjusting EQ frequencies using the mouse, I initially found it 
difficult to arrive at precise settings, until I realised that you can use the mini wheel on the top 
of the newer Apple mouse to change the values in a far more relaxed way. I also discovered 
that as you drag the mouse further away from the selected knob the resolution increases, so 
the designers have clearly thought this through. 
The Sqweez mastering dynamics plug-in can be thought of as a multi-band dynamic-cut 
equaliser or as a multi-band compressor, and it has a very informative user interface that 
displays the dynamically changing gains in the different frequency bands. Personally, I find 
three bands enough to manage with for most routine mastering jobs, but it's always good to 
have the flexibility of more if you need it. I can't foresee ever needing more than the maximum 
of five bands.  
The Superfreq parametric EQ from the 
Master Perfection Suite.  
Sqweez, the multi-band compressor 
Sound On Sound - July 2006           21 of 178 
Reveal is the only plug-in of the suite that doesn't actually 
apply processing, but it is immensely useful, as it offers 
an oscilloscope display of the audio waveform in stereo, a 
Peak and RMS power history, a spectrogram, a pan-power graph, real-time spectrum 
analysis (again, in stereo) and a phase meter. This collection of meters constitutes an 
extremely useful set of diagnostic and quality-control tools. For example, if one side of your 
mix is unaccountably dull compared to the other and you haven't noticed it, the spectrum-
analyser display will show you right away. 
By default, all the displays are visible at once, but there are tabs that allow any single display 
to fill the entire plug-in window. To the right of the window are high-resolution Peak and RMS 
level meters whose maximum range can be set to 48dB, 96dB or 144dB, so you can also get 
a pretty good idea of where your noise floor is during supposed pauses in the material. 
GateEx is a practical combination of gate and downward expander and can be used both as 
an advanced noise suppressor during pauses and to increase dynamic range. The graphical 
side of this plug-in has been very well thought out, with a display showing the signal 
waveform relative to the threshold settings and also a dynamics graph showing expander 
characteristics. 
Pitchcraft covers some of the ground already trodden by programs such as Auto-Tune, but it 
is also capable of pitch transposition with formant correction. A graphic display at the top of 
the screen shows where and how much pitch correction is taking place, and there's that all-
important slider for setting how quickly pitch changes are carried out. Users can set their own 
scales for correction and the familiar piano-keyboard note display is shown at the bottom of 
the plug-in window (see screen opposite). 
We've covered Soundsoap and Soundsoap Pro before, but it's worth reiterating that these are 
very simple to use, yet effective audio clean-up tools for reducing artifacts such as hum and 
rumble, click and crackle, and broadband hiss. Usefully, there's also a built-in noise gate for 
more assertive silencing of pauses.  
Peak Of Perfection? 
Peak has always been an extraordinarily powerful program and this latest incarnation 
continues the trend. The underlying ethos of the software is very simple to grasp, so the main 
complication is remembering the keyboard shortcuts for the many functions that are now 
available. Creating custom toolbar sets is one way to help manage this. The only area of the 
program that I feel still needs work is the accessing of crossfade regions in the Playlist: I feel 
that Jam's ability to let you click in the list itself and then open the relevant crossfade editor 
without any need for manual zooming is just a little more elegant. However, I've no doubt that 
the Playlist features will evolve in response to feedback from Peak users; after all, this is the 
very first version of the new Playlist window. 
that may be used for mastering and is 
also part of the XT package. 
Sound On Sound - July 2006           22 of 178  
In the previous version of Peak, I really liked the garishly bright Peak 
file icons, as I could always spot these in any Mac window from 
across the studio. The new icons are much more tasteful and 
subdued  which makes them harder to spot. A simple thing such as 
a preferences choice of icon syle would be appreciated by this user. 
Being able to freely combine VST and AU plug-ins is certainly a big 
plus, and I know that a number of people will appreciate the virtual 
instrument support. Peak Pro 5 XT also comes with those serious 
mastering, audio-restoration and sound-design tools that could save 
you a fortune in third-party plug-ins. In most instances, these  
combined with what Peak already provides  will be enough to get 
you through most mastering or restoration scenarios. 
I know from experience that no piece of software will ever satisfy all 
the needs of all potential users, but the designers of Peak have tried 
very hard to cover as many bases as possible. Inevitably, this has 
resulted in a program that has much more functionality than most 
people will ever fully explore, but BIAS have managed it in such a way that the features you 
don't currently need should never get in the way of the ones you use all the time. Peak Pro 5 
is now a very mature and flexible piece of software, and aside from the minor suggestions I've 
made that relate to making navigation easier, I have very little to complain about.   
Published in SOS July 2006  
The Pitchcraft pitch-
correction plug-in that 
comes as part of the 
Master Perfection Suite 
with Peak Pro 5 XT. 
Sound On Sound - July 2006           23 of 178 
Blue Snowball 
Click & Buy PDF 
USB Condenser Microphone 
Published in SOS July 2006 
Reviews : Microphone   
A multi-pattern mic that plugs straight into a computer. 
Paul White 
One notable feature of this year's Winter NAMM show was the 
number of different companies introducing the world's 'first 
serious USB microphone'. Blue's USB offering comes in their 
now-familiar Ball format  blue, red and black varieties (the Ball, 
Kickball and 8-ball respectively) are already available  and 
because the newcomer is white, the name Snowball seems totally 
appropriate. 
As with the other ball mics in the range, the Snowball has a resin 
casing with wire-mesh grilles at front and rear. A threaded stand-
adaptor is set into the base and a neat table-top tripod stand 
comes with the microphone, along with a USB cable for 
connection to a computer. (The Ringer shockmount pictured here 
is an optional accessory, costing 99.99 from Turnkey +44 020 
7419 9999/www.turnkey.co.uk.) Besides a USB port, the mic's only means of connection, 
there's a three-position switch at the rear which is used to switch between two cardioid-
pattern modes (one with a -10dB pad and one without) and an omnidirectional mode. Overall, 
the frequency response extends from 40Hz to 18kHz (at -6dB, judging from the response 
curves given on the Blue web site), with a presence peak at 3kHz in cardioid mode and at 
around 10kHz in omni mode. A red light on the mic shows that it is active; all necessary 
power comes from the computer's USB buss. 
The converters built into the microphone, which has a capacitor capsule, are fixed at 16-
bit/44.1kHz and the mic can be used with computers running Windows XP or Mac OS X 
without the need to install additional drivers. Inside the host software, the mic shows up as 
two identical input sources rather than as a single mono source. 
According to Blue, the Snowball makes a good general-purpose vocal or instrument mic for 
project studio recording, but it's also clear that they  like all the other USB mic 
manufacturers  have their eye on the growing Podcasting market. As all the USB mics I've 
seen so far have been 16-bit, I can only assume that as yet there are no suitable USB-
powered chips that produce a 24-bit output. The quality that can be obtained from 16-bit is 
excellent, provided you can run at or near maximum level, to make use of all the available 
dynamic range, but where you use only a small part of that dynamic range, the resolution can 
suffer. When using a conventional mic preamp, you have an analogue gain control that 
comes prior to the converters on your audio interface or soundcard, so you can optimise your 
recording levels. In the case of the Snowball, you only have the choice of pad or no pad.  
Alternatives 
Studio-grade USB mics are available or imminent from Samson, Rode, MXL and SE Electronics. To the 
best of my knowledge, they are all 16-bit/44.1kHz and none offer variable gain control other than the 
Samson C01U, reviewed in SOS June 2006  
(www.soundonsound.com/sos/jun06/articles/samsonc01u.htm). The SE Electronics DO1 is more 
expensive than both the Snowball and the Samson CO1U, but it can connect via a conventional XLR 
cable as well as USB and features a two-way audio interface  a headphone output lets you monitor 
playback from the computer.   
Sound On Sound - July 2006           24 of 178  
Testing, Testing...  
I set up the mic as part of an Aggregate Device under Mac OS X, so that I could use the 
computer's built-in audio to monitor the output. When using the Snowball to record 
conventional studio vocals relatively close to the microphone, the signal level produced was 
fine, but when it was placed in the middle of a table about 18 inches away to record plain 
speech (as for a Podcast, for example), the recorded level ended up at around -30dB peak. 
This equates to a resolution of around 11 bits, or a dynamic range in the order of 66dB. Doing 
the plain speech test at a distance of 18 inches produced an almost invisibly small amplitude 
waveform in Logic, so I normalised it to see how the sound quality would hold up. The 
subjective speech quality was actually very good and would be fine for most casual 
Podcasting or video applications, although there was a certain amount of audible background 
hiss, which is to be expected when working at such low levels. If you bring the mic closer, so 
that you get a more sensible level into the recording system, the quality improves markedly. 
Having a pad setting is useful when you're recording loud sources such as electric guitar 
amplifiers, but if the designers are serious about the Podcasting market, a +10dB boost 
switch would also be a good idea.  
I was intrigued by the Snowball's omni mode. Typically, 
omnidirectional mics have an acoustically transparent 
mesh covering the capsule, but this mic is totally 
enclosed at the sides and open only at the front and rear. 
I felt this must compromise the omni mode's performance 
to some extent. When I checked the polar patterns on the 
Blue web site, my suspicions were confirmed  the 
omnidirectional pattern behaves more like a wide cardioid 
at most frequencies and the sound picked up at the rear 
is much duller than the sound picked up at the front. The 
different tonality of the omni mode was also to be 
expected, as its presence peak is much higher than that 
of the cardioid modes. When te mic is used on-axis, the 
omni setting produces a nice airy sound which makes the 
cardioid modes sound slightly dull by comparison  almost like listening to a typical dynamic 
mic next to a capacitor mic.  
Cool Or What? 
There's no denying that a buss-powered USB mic is a very neat solution to recording audio 
into a laptop or domestic computer system, and this one produces subjectively high-quality 
results, providing you use it close enough to the source to get a healthy recording level, by 
which I mean a signal peaking at -15dB or higher. In my view, the omni mode is best thought 
of as offering a different tonal flavour to the cardioid modes. Its pickup pattern is not truly 
omnidirectional and I wouldn't consider the mic to be well suited to recording round-table 
discussions in this mode, but used appropriately its sound quality is fine and the background 
noise acceptably low. If you are going to use this mic for Podcasting, it will produce the best 
results if you speak into it from around six inches away, and you can choose omni or cardioid 
mode depending on which tonality suits your voice best. For loud instruments, the pad is a 
sensible and welcome addition, but because there is no variable gain control you'll sometimes 
have to use the mic's distance from the source as a gain control instead, which may mean 
compromising on placement. I'm sure that we'll see 24-bit USB mics in the future, and 
hopefully ones with more control over gain prior to the converters, but at the present stage of 
USB buss-powered technology, where the amount of current you can draw is the limiting 
factor, the performance of this microphone is probably nearing the limits of what is 
possible.   
Published in SOS July 2006  
Sound On Sound - July 2006           25 of 178 
Eventide Anthology II 
Click & Buy PDF 
Plug-in Bundle For Pro Tools TDM Systems 
Published in SOS July 2006 
Reviews : Software   
Eventide's range of high-quality Pro Tools plug-ins continues to 
grow, and the new Anthology II bundle collects together no 
fewer than 15 separate effects and processors. 
Mike Thornton 
Since they launched the Clockworks Legacy bundle three years ago, Eventide have been 
adding to their range of TDM plug-ins, and the new Anthology II package combines that 
original suite of effects with the more recent Anthology and several even newer products. The 
result is a suite of processors and effects that brings together 'retro' and contemporary 
sounds not only within one bundle, but also in some cases within individual plug-ins. 
Clockworks Legacy Bundle 
This bundle consists of precise software models of the Eventide hardware favourites from the 
1970s  the Instant Phaser, Instant Flanger, Omnipressor, H910 and H949 Harmonizers. 
Eventide have resisted the temptation to 'update' them, other than to add some MIDI control 
and automation of course, preferring to reproduce them warts and all as software plug-ins. 
SOS reviewed this bundle back in September 2003 (www.soundonsound.com/sos/ 
sep03/articles/clockworks.htm) so I am going to skip past these processors other than to 
reaffirm that Instant Flanger is still one of the best flanging effects around. I have always felt 
that most flanging processors don't quite match the original tape-machine-created effect, but 
Instant Flanger does it for me.  
The only other things I want to mention are to bring up to 
date some of the findings of the 2003 review. On the 
reviewer's Mix system, the Harmonizer plug-ins took a 
whole chip for one mono instance, but I can report that on 
my HD2 Accel system, H910 took 25 percent of one of 
my HD Accel chips and H949 took 50 percent of a chip. I 
too agree that for sci-fi effects these plug-ins are the 
business, and I wouldn't be at all surprised if Paul 
McFadden, who is part of the audio post-production team 
for the current Doctor Who series, has them in his 
'toolbox'.  
Finally, I can't leave this section without commenting on the Omnipressor emulation. I too 
took a little time to get to grips with the Attenuation and Gain Limit controls and what the 
meter in Gain mode was telling me, but having seen the logic behind it, I am very taken with 
being able to limit the amount of gain or attenuation a compressor puts into a signal path; this 
makes it possible to have a quite high ratio setting whilst making sure the compressor can 
only apply so much gain or attenuation. I would value a make-up gain control on the 
Omnipressor plug-in, but I appreciate that would step away from the faithful model of the 
original hardware unit.  
Anthology Bundle 
Eventide later added four more plug-ins to the Clockworks Legacy bundle to make the 
Anthology bundle. These, again, originated in Eventide's hardware processors, but they are 
much more contemporary in origin. Two of the new plug-ins, Band Delays and Factory, were 
derived from the H3000-series Harmonizers, and the other two, Reverb and Octavox, are 
lifted from their flagship Orville hardware unit.  
Sound On Sound - July 2006           26 of 178 
Band Delays (right) and Factory share a similar graphical 
user interface, which is divided into three sections. At the 
top there is a virtual H3000 front panel, while the middle 
is taken up by a Preset Parameter section offering 
controls such as wet/dry mix, input and output levels, filter 
settings and tempo-related controls. The bottom section 
can be set to display in three different modes: Program is 
the simplest and the most graphical, Expert lists all the 
settings in a table format, and Function gives you access 
to things like soft-key settings, and a Function Generator 
for controlling sweep effects and so on.  
Band Delays comprises eight tempo-based multitap delays, each with a programmable filter, 
feeding back into a stereo mixer. The filters can be set to low-pass, band-pass or high-pass, 
and can be 'played' using MIDI. The Program section of this plug-in really uses the concept of 
a graphical interface to the utmost. The left-hand side shows the eight delays, each colour-
coded with an 'X'. The right-hand side shows what is happening in a 3D chart, with the X axis 
showing frequency, the Y axis showing filter gain and the Z axis showing delay length. These 
track with any modulation programmed in. Try running through some of the presets and watch 
the graphs bounce around. It is definitely a case of a picture painting a thousand words! 
What is it like to use? Well, the enhancements Eventide have added to the plug-in version, 
together with the ability to sync it up to the song tempo, mean that if you want complex 
multiple delays then Band Delays can deliver with the correct programming. It takes a bit of 
getting used to, but I found a trip through the presets gave me a very useful tutorial on what is 
achievable and then you are really only limited by your imagination and time in achieving 
some really wild delay-related effects. For example, Band Delays makes it very easy to set a 
stereo slap echo: try using four delays alternatively panned left and right, spaced a quaver 
apart and setting low-pass filters to roll off the high frequencies with each successive repeat. I 
was impressed, although I actually found it easier to set this same effect up on the Waves 
Stereo Supertap plug-in; while it doesn't have the dancing filter effects, the display is much 
clearer, and it gives you access to all the controls, rather than having to select the delay and 
then adjust a common set of controls.  
Factory (right) is a modular processor offering two of each 
of the following modules: delays, filters, virtual VCAs 
called Ampmods, Scale modules that can be used for 
either audio or control signals, LFO modules and 
envelope generators, plus four two-input/one-output mixer 
modules. In Program mode, the bottom section sports a 
patch panel just like those early synths, so you can 
configure the modules in the desired order. However, the 
quickest way to understand how these can be used is to 
run through the presets and see how the effects have 
been created. I was particularly impressed with the 
section of 'post' friendly presets in the list. 
It is difficult to compare Factory with any other plug-in from any other manufacturer, as to me 
it seems pretty well unique. The possibilities are endless, so I'll just offer one example of the 
sort of thing that Factory can do: to remove the snare drum spill from the overhead mics on a 
drum kit rig. You know the scenario  you spend ages getting the snare sound just right, 
maybe with a gated reverb sound, and then you open up the overhead mics and it all 
changes. So what if you could duck out the snare from the overhead channels? Well, with 
Factory you can. Route the overhead mics through the two Ampmod modules and feed the 
key input from the snare mic through a band-pass filter set to only pass the snare sound and 
reject the toms, cymbals and so on. Route the output of the band-pass filter to an envelope 
generator and take the 'ducker' output into the control input of the Ampmods, and by adjusting 
the envelope generator's attack and release times, the snare sound is ducked out of the 
overhead channels.    
Sound On Sound - July 2006           27 of 178 
I found that the control surface implementation was very impressive and soon was adjusting 
paramenters direct from my Command 8.   
Reverberation 
Reverb is not a particularly imaginative name for a reverb plug-in, especially when you realise 
that it is a whole load more than just a reverb unit. It includes no fewer than four EQ modules 
(pre EQ, reverb EQ, delay EQ and post EQ), plus a compressor that can be positioned either 
before or after the reverb. The reverb section includes the usual controls such as decay, pre-
delay, size and so on, but there is also a Lo-fi control to enable you to wreck your lovely clean 
sound, decreasing the bit depth as you increase the percentage. To cap it off there are two 
delay lines, one in each output, with up to one second of delay. All of this makes for a very 
powerful reverb.  
I had heard that the basic reverb algorithms weren't 
anything special, but for me they compared remarkably 
well with Waves Renaissance and Sony reverbs, 
although it would be fair to say that if I wanted a 'quality 
reverb' alone I wouldn't go straight for Eventide's Reverb. 
Having said that, I tried replacing a Waves Renaissance 
Reverb on a strings subgroup with the 'Strings Chamber' 
preset on the Eventide plug-in, and very quickly I had a 
much lusher sound, so there is definitely some mileage to 
be had in this reverb plug-in. Add the other features like 
the EQ options, compressor and delays, all in one plug-in, 
and Reverb is a very useful tool that stands out from 
other reverb options.  
Octavox is an eight-voice harmoniser with a mono input 
and mono or stereo output. Each voice has up to 2.4 
seconds of delay, pan, volume, feedback and two octaves 
of pitch-shifting. You can use a combination of preset intervals and pitch cents to produce the 
desired amount of pitch-shifting. The graphical display on this plug-in is similar to the H3000 
emuations but is presented in a more musical way, with a stave which displays both the pitch 
intervals and the delay loop points. Again, a good range of factory presets give you a good 
starting point to get the creative juices going. I tried using this on a track where I had originally 
used Waves Ultrapitch to thicken out a low-level vocal loop, which I had actually created from 
the original guide vocal and liked it so much it stayed in the final mix. I would have to say that 
Ultrapitch and Octavox are very similar, but if pushed to point out a difference I would say that 
Octavox produces a smoother sound and Ultrapitch a richer sound. If you don't have 
Ultrapitch then you will find this an excellent tool for thickening out vocals, especially backing 
vocals.  
Alternatives 
Waves' Gold bundle includes direct alternatives to almost all of the processors and effects in the 
Anthology II bundle, plus a number of other plug-ins, but the TDM version is rather more expensive than 
Anthology II. However, there's no obvious equivalent to the Factory plug-in in the Waves range, and 
perhaps the only real alternative is DUY's rather more complex modular effects plug-in, DSpider.   
Anthology II 
So to the new plug-ins that Eventide have added to the Anthology bundle to turn it into the 
Anthology II bundle. The EQ45 parametric equaliser is a recreation of their vintage analogue 
EQ unit, including 12dB-per-octave high and low cut filters as well as four bands of fully 
parametric EQ. I have got so used to graphical representations of filter curves and the like, 
especially on EQ plug-ins, that I felt a little blind presented with just a set of knobs. It is 
interesting how soon we adjust to new user interfaces! On a control surface or an analogue 
desk, just having knobs isn't a problem, but when working in Pro Tools I have got so used to   
Sound On Sound - July 2006           28 of 178 
having a graphical display to see what the EQ is doing that not having it would be, for me, a 
good enough reason to go and select a different EQ that did. Perhaps Eventide could 
consider adding a graphical section to the user interface whilst retaining the model of the 
original analogue EQ?  
The EQ65 filter set is a recreation of an analogue filter 
set, with 18dB-per-octave high and low cut filters and two 
tunable notch filters with a depth of up to 150dB! There is 
also a very high Q setting, so it really enables you to filter 
out any troublesome tone-type problems with minimal 
impact on the wanted audio. To put this to the test I set 
up a Signal Generator to output a 1kHz sine wave tone, 
and then inserted an EQ65 after it. At first I thought there 
was a problem, because the tone disappeared 
completely, but as soon as I adjusted the filter frequency, 
back came the tone. So I went back to the signal 
generator and I adjusted the frequency of the tone to see 
when it would reappear and the 3dB points were at 1035 
and 965 Hz  that's a very narrow notch! Again, there 
isn't really anything to compare this with, but the deep 
notches make it an excellent tool for solving problems (or 
should that be 'opportunities'?). 
You don't normally associate channel strips with 
Eventide, but when you look at the range of plug-ins they 
now offer, it is a sensible and logical move to combine 
them in this way. Anthology II includes two, Ultra-Channel 
and E-Channel. The former includes a gate, de-esser, 
compressor/limiter with side-chain, a separate 
Omnipressor, a five-band parametric EQ section, stereo 
delays, and a Harmonizer micro-pitch-shifter for 
thickening. All the modules except for the last two can be reordered by dragging and dropping 
to your preferred sequence. However, Ultra-Channel is a chip-hungry plug-in  one instance 
takes a complete Accel chip  and the point of E-Channel is to enable you to have multiple 
instances without eating up too many chips. This channel strip still includes a gate, 
compressor limiter, and a five-band parametric EQ section. One instance takes 17 percent of 
an Accel chip, but I actually managed to get six instances onto one chip. 
I tried both channel strips on a number of Sessions and found them both very useful. I 
especially liked Ultra-Channel on solo vocals, particularly with a dash of Harmonizer 
thickening. I was also able to quickly get a very nice bass guitar sound just using E-Channel. 
Unlike the version from the Clockworks Legacy bundle, the Omnipressor on Ultra-Channel 
has a make-up gain control as well. However, I have several other observations on the 
channel-strip plug-ins. Firstly, the de-esser on Ultra-Channel didn't do it for me: I couldn't get 
the vocal free of sibilance without messing up the sound, so I found myself reaching for my 
preferred de-esser again. Second, although Ultra-Channel is available as a stereo plug-in, E-
Channel doesn't come up as stereo plug-in on a stereo track  you have to use it in multi-
mono mode. Finally, I found the limits on the range of the EQ sections a pain; for example, 
the HF shelving only comes down to 5kHz. 
Eventide have included the Quadravox plug-in as a cut-
down version of Octavox from the original Anthology 
bundle; like E-Channel, it's designed to enable you to use 
multiple instances without eating up too many chips. This 
is a fine idea in principle, as most of the time a four-voice 
harmoniser is all that is required, and there's no point in 
wasting DSP resources on unused features. In practice, 
however, both the Octavox and Quadravox plug-ins took 
up a complete chip per instance on my Accel system, so there was no gain. As to the sound 
of this, it is no different to Octavox, so all my comments about Octavox apply to Quadravox.     
Sound On Sound - July 2006           29 of 178 
The final plug-in in the Anthology II bundle is called Precision Time Align, and as the name 
suggests, it's intended to offer sample-accurate positive and negative time alignment of 
individual tracks. Actually there are two versions of this plug-in: Precision Time Align, which 
will only fully function if you have enabled delay compensation in Pro Tools (if you want to use 
negative time delay, delay compensation must be enabled), plus a second version called 
Precision Time Delay for those who don't use delay compensation. What I like about both 
these plug-ins is that they display the time adjustment not only in time and samples, but also 
in distance (Imperial and metric!), so if you know that two mics were nine inches apart, you 
can adjust the plug-in until the distance display reads nine inches.  
Conclusions 
Eventide have put together a very interesting bundle in Anthology II. For me, it certainly 
contains some surprises, including the channel strips, Factory, Reverb and EQ65. It is also 
excellent value for money: 15 plug-ins for 840 means each plug-in comes in at 56, and 
there is an excellent range of upgrade options for those who already own some Eventide 
plug-ins. Is it worth it? I would say that if you don't own one of the larger Waves bundles, 
Anthology II is a compelling alternative, and even if you do have a good number of Waves 
plug-ins, there are enough different plug-ins in this bundle to make it worth considering. At 
under 60 per plug-in it is hard to say no!   
Published in SOS July 2006 
Sound On Sound - July 2006           30 of 178 
Focusrite Liquid Mix 
Click & Buy PDF 
Firewire-based Dynamic Convolution Processor 
Published in SOS July 2006 
Reviews : Processor   
Focusrite's Liquid Mix could be the hottest product of the year, 
using convolution technology to integrate a stellar range of 
vintage analogue EQ and compressor replicas into your DAW. 
We got our hands on a prototype to see whether it lives up to 
the hype... 
Paul White 
Focusrite started something of a stir in the professional 
audio market when they released their Liquid Channel, a 
high-end voice channel that had the ability to emulate a 
number of different preamplifiers, equalisers and 
compressors using a new core technology called 
Dynamic Convolution, which they licensed from the 
inventors Sintefex. Straightforward convolution can't 
reproduce the characteristics of non-linear audio 
processes such as compression or distortion, which is 
why Dynamic Convolution was invented. In essence, it 
analyses the behaviour of the subject piece of audio gear 
when fed a series of pulses and test signals at multiple 
gain settings and frequencies. DSP technology is then used to replicate the response of the 
original device in real time, with full user adjustment of the control parameters. Sintefex are a 
Portugal-based software development company, though the three directors are British and 
their hardware R&D takes place in Cambridge not a million miles from the secret hollowed-out 
volcano lair of Sound On Sound headquarters.   
Liquid Assets 
While the Liquid Channel was aimed squarely at the professional user, technology has a habit 
of spinning off in more affordable directions, which is why I now have a prototype of 
Focusrite's new Liquid Mix sitting in my studio. The Liquid Mix combines Dynamic 
Convolution technology with concepts that are already familiar to many computer musicians. 
For example, we are all aware of DSP-assisted processors from companies such as 
Creamware, Digidesign, Universal Audio, Waves and TC Electronic, and we all know about 
hardware control surfaces that interface with software. The Liquid Mix, in essence, combines 
DSP horsepower with a hardware user interface that fits into a neat desktop unit and 
connects to the computer via Firewire. Cosmetically, the moulded unit is very stylish and is 
reminiscent of a high-end reverb remote controller. All you need to connect up to a six-pin 
Firewire port is the included Firewire cable, and a PSU (12V AC at 1 Amp) can be connected 
for those using non-powered four-pin Firewire connectors.  
The DSPs run a range of EQ and dynamics processing plug-ins that use Dynamic 
Convolution to replicate various pieces of classic studio EQ and compressor hardware, so in 
essence you're getting all the Liquid Channel technology other than the analogue preamp 
section (which is very expensive to build), available as plug-ins and for a fraction of the price 
of the Liquid Channel. Furthermore, as all the really hard work is done by the on-board DSP, 
there's very little hit on your host CPU. The reason this isn't a full-blown review is that 
Focusrite still need to finish tweaking the code to add the full quota of 'replicas', but shipping 
of the Mac version is expected by June this year with the PC/Windows version following on a 
little later. 
By the time it ships, the plug-ins that come with the Liquid Mix will be able to run in VST, 
Audio Units, and RTAS-wrapped VST formats, and so should be compatible with all the 
mainstream sequencing software. Despite its low cost, the Liquid Mix aims to provide 32  
Photo: Mike Cameron 
Sound On Sound - July 2006           31 of 178 
simultaneous channels of EQ and compression, where the user can choose from a large 
library (20 EQs and 40 compressors) of EQ and compressor types. Additional emulations will 
be made available on-line and there's even provision to build your own hybrid dream EQ with 
up to seven bands taken from different equalisers. Each of the 32 channels may be accessed 
as a separate plug-in within the sequencer in the usual way, and because of the nature of the 
processors, this will normally be via channel or buss insert points. While the unit can run up to 
32 mono or 16 stereo channels at 'normal' sample rates, an optional DSP expander is 
planned to increase the maximum channel count at higher sample rates. This will fit into the 
unit via a panel at the bottom of the case.  
Liquid Control 
You can, of course, control the Liquid Mix's processors directly using your computer's GUI if 
you prefer mousing around, but one of the key aspects of the unit is that it combines all this 
sophisticated plug-in power with a very practical control surface, which has dedicated 
continuous controller knobs for the main compressor controls (Threshold, Ratio, Attack, 
Release and Gain Makeup), and Gain, Frequency and Q controls for a single EQ band. A 
further data wheel moves between EQ bands and there's also a master EQ output level 
control, as well as a general input level control for the whole channel. Further functions such 
as saving and loading patches, selection of model type and even track selection are accessed 
by small illuminated push switches. There's also a Compare/Go Back function, plus a button 
that selects the EQ shape for the currently selected band. There's also good metering 
covering the input level, the amount of gain reduction and the output level, with a further 
meter covering the level between the compressor and equaliser, which can be switched pre- 
or post-compressor. LEDs show when limiting takes place 
and warn of output clipping. 
Along the lower edge of the front panel are buttons for 
switching the positions of the compressor and EQ and for 
accessing the side-chain monitoring. Stereo linking also 
has its own button, and there are four further buttons for 
switching in and out the compressor, the entire channel 
EQ, a single EQ band or the whole lot. The way the 
replica plug-ins work is that by default, they have the 
same control options as the original, so if the original has 
a stepped ratio control rather than a continuous one, 
that's what the Liquid Mix gives you. However, if you 
need more flexibility you can use the Free button to allow 
you to dial in interim values. A backlit LCD window displays additional information pertaining 
to patches and parameters, and when the EQ is being viewed, a small version of the EQ 
curve is displayed. 
On the beta model I've been using, the data wheel is used to select the EQ band being 
worked on, and also to switch between viewing the EQ and viewing the compressor. 
However, Focusrite have already been asked for some kind of automatic switching system 
that moves between displaying the EQ and compressor when knobs in the relevant section 
are moved, and apparently this is on their to-do list.  
As I mentioned at the outset, the current version is Mac-only and currently requires Mac OS X 
Panther (10.3.3 or later), with support for the new Intel Macs included. Obviously, the 
computer needs a Firewire port, and a minimum spec of an 800MHz G4 with at least 256MB 
of memory is suggested. Devices that access processing DSPs over Firewire inevitably 
increase the system latency to some degree because of the need to move data into and out 
of the computer, but the engineers at Focusrite say the Liquid Mix should not add more than 2 
or 3 ms to the latency of a typical system. What's more, as these processors are designed for 
use when mixing, you can always leave them off until you've finished tracking as latency 
doesn't matter at all when you're mixing.   
If you prefer to control plug-in 
parameters from the screen, everything 
is available there too! 
Sound On Sound - July 2006           32 of 178 
Trying It Out 
My first attempt to use the Liquid Mix was thwarted by its reluctance to play nicely with the 
Belkin Firewire hub I had in my system (even when not plugged into it), but once this was 
removed, the software installed and the Liquid Mix Manager program started, I had the 
system up and running in moments. In this beta version only the VST versions of the plug-ins 
are supported so I checked the operation from within BIAS Peak, with which the Liquid Mix 
worked seamlessly. It seems that most or all of the compressors are already implemented, 
but at the time of writing there's only a handful of EQs, though there will of course be a full set 
by the time Liquid Mix ships. As with most products that seek to emulate others, there are 
cryptic clues as to what pieces of equipment have been replicated but no overt naming other 
than for other Focusrite devices. Already there are Focusrite Green and Red equalisers, not 
to mention a British Green optical compressor and a wide range of other US and UK models, 
both tube and solid-state.  
That these are available as plug-ins at all is impressive enough, but having knobs to adjust 
them and real hardware meters to show you what is going on is pure luxury. As mentioned 
earlier, the controls are presented as on the original with the same size steps where switches 
were used, but the Free button allows you to override this limitation if you wish to. Where the 
original compressors had side-chains, and where the host software supports audio routing to 
side-chains, you can use the compressor for ducking or de-essing as you might with a 
hardware device, while the side-chain monitor button lets you hear exactly what the side-
chain is hearing. 
This is only a preview, but already the Liquid Mix is an impressive piece of kit that looks 
perfectly at home on the desktop. The ability to use so many high-ranking equalisers and 
compressors at the same time and without imposing an excessive load on your CPU is very 
liberating. Inevitably, some of the equalisers and compressors will sound more obviously 
different than others, but Focusrite and Sintefex have gone to great lengths to get these 
replicas sounding as close to the originals as possible. If you've always hankered after a rack 
full of classic outboard gear but never had the money or space, the Liquid Mix seems like the 
perfect solution. We'll bring you the full review when the release version is available.   
Published in SOS July 2006 
Sound On Sound - July 2006           33 of 178 
Focusrite Saffire LE 
Click & Buy PDF 
Firewire Audio Interface [Mac OS X/Win XP] 
Published in SOS July 2006 
Reviews : Computer Recording System   
Focusrite's Saffire already offered an awful lot of Firewire 
interface for your money, but the new LE version could just be 
even more of a bargain. 
Martin Walker 
Focusrite's Saffire audio interface (reviewed by Paul White in SOS 
September 2005: www.soundonsound.com/sos/sep05/articles/saffire.htm) 
has proved very popular since its release, and it's not hard to see why  
as well as audio and MIDI I/O, the Saffire featured Focusrite mic preamps 
and a selection of DSP effects, which were also included in native 
versions to run as software plug-ins in your favourite sequencer. The 
Saffire is still a tempting buy at 349, but Focusrite have obviously spotted 
a gap slightly lower down in the market, which is where this 239 LE 
version comes in.  
The biggest difference is that the Saffire LE has no onboard DSP to run 
effects, although you do still get the native plug-in versions. Elsewhere, 
the number of balanced/unbalanced analogue outputs drops from eight to 
six, although this still allows you to output in 5.1 surround, and there's only 
one front-panel headphone output rather than two. The LE only supports 
sample rates up to 96kHz, but this is hardly a big problem: the original's 192kHz capabilities 
will be of little practical use in most home studios anyway. 
A few metering and monitoring functions are simplified on the LE; inputs one and two now 
only have a single Overload LED instead of three-LED level meters, while the monitor output 
loses its Dim and Mute buttons and there's no MIDI Out/Thru button (although all three of 
these functions are still available in the Control Panel software). The LE software bundle is 
also different from that of the original Saffire, with Cubase LE replaced by a special Lite 
edition of Ableton Live 5, compact versions of FXpansion's BFD and Guru, and 470MB of 
samples from Loopmasters. 
However, it has the same digital audio and MIDI I/O as its bigger brother, and better still, the 
original two mic/instrument/line inputs featuring those desirable Focusrite mic preamps are 
now supplemented by two additional balanced/unbalanced line/instrument inputs on the rear 
panel, each with a dedicated front-panel Overload LED. The Saffire LE can be buss-powered 
from one of its two Firewire 400 ports, although a 12 Volt DC wall-wart PSU is included for 
anyone connecting it to a four-pin Firewire port on a PC laptop. All of the analogue I/O bar the 
XLR mic inputs is on quarter-inch TRS-wired jacks and can be used as balanced or 
unbalanced. 
The front-panel analogue output level control for outputs 1/2 is a welcome feature that I've 
been asking for from manufacturers for some time, as it greatly helps those who plug their 
audio interface directly into a pair of active monitors, so they can easily set control-room 
levels without compromising audio quality by turning down digital faders. Well done to 
Focusrite for that, although it would be even better if all front-panel rotary controls had 
calibration marks to enable repeatable settings to be achieved, both for control-room 
monitoring levels and to help match input gains when recording in stereo.  
Photos: Mark Ewing 
Sound On Sound - July 2006           34 of 178   
Brief Technical Specs 
Sample rates: 44.1, 48, 88.2 and 96 kHz from internal clock. 
Mic/guitar/line inputs: two, balanced XLR with switchable global +48 Volt phantom power and +13 to +60 
dB gain range, balanced/unbalanced TRS quarter-inch jack line instrument with +13 to +60 dB gain and 
1M(omega) impedance, or line with -10 to +36 dB gain. 
Line inputs: two, balanced/unbalanced line-level TRS jack at -10dBV or +16dBu sensitivity. 
Analogue outputs: six balanced/unbalanced TRS quarter-inch jack at +16dBu level, analogue level control 
for outputs 1/2, plus headphone output with analogue level control. 
Digital I/O: S/PDIF in and out up to 24-bit/96kHz on phono coaxial, AC3 and DTS compatibility, MIDI in and 
out, two Firewire ports. 
Dynamic range: 105dBA (analogue inputs and outputs). 
RMS jitter: <250 picoseconds. 
Frequency response: 20Hz to 20kHz 0.1dB. 
THD + Noise: 0.001 percent measured at 1kHz.  
Installation 
Drivers for the Saffire LE are provided for Windows XP and Mac OS X, and I had no problems 
installing them on my PC. However, one thing I didn't pick up from Paul White's original 
Saffire review is that the hardware incorporates a Pace Interlok dongle to protect the native 
plug-ins. In order to use them you need to send a generated challenge file to Focusrite's web 
site, along with the Saffire serial number and plug-in registration code, to receive a response 
file. You can do this up to four times, so you can use the Saffire LE and plug-ins on different 
computers. 
The Saffire Control LE panel is rather different from that of the 
original Saffire, largely because there are no longer any DSP effects 
to be adjusted. Like all such utilities, it took a few minutes to get my 
head round it at first, but I found it flexible and easy to use after that. 
Controls for the four analogue and two digital inputs are at the top 
left, with individual level meters. 'Hi Gain' switches are available for 
line inputs 3/4 to make them more suitable for instrument duties, and 
there are six monitor faders and pan controls with stereo link buttons 
controlling the input signal mix to analogue outputs 1/2. Below this 
section are six more almost identical sets of monitor faders, pan and 
stereo link controls; these set up the mix of input signals that gets 
routed to the headphone output and analogue outputs 3/4. On the 
right-hand side are four stereo level meters displaying software 
playback channel levels, plus two rows of four stereo faders 
controlling the amount of each of these signals that gets routed to the 
main and headphone outputs. 
A central vertical strip of controls offers master level controls for the three analogue output 
pairs, which  usefully  can be linked for surround work, plus associated Mute buttons. 
There are pre-fader meters for the main and headphone outputs along with sliders that 
balance input against playback levels for main and headphone outputs, plus a handy Dim 
button to drop main output levels by 18dB (not 12dB as stated in the manual), and a further 
button that optionally sends the main output signals to the S/PDIF outputs. 
The Saffire Control LE utility can also operate in two preset modes. The default Track mode is 
ideal during recording, setting up both monitor and headphone mixes from all the inputs as 
well as playback channels, while S/Card mode mutes all input signals from the monitor and 
headphone mixes, and sets playback controls so that only Playback 1/2 emerges from the 
main out and Playback 3/4 from outputs 3/4 and the headphones.  
Although 
the Saffire 
LE loses a 
pair of 
analogue 
outputs 
compared 
with its big 
brother, it 
actually 
offers an 
extra pair 
of line 
inputs. 
Sound On Sound - July 2006           35 of 178   
Alternatives 
If you want a compact Firewire-based interface between 200 and 300 with a versatile selection of 
input options including mic and guitar, enough outputs to cope with surround, and with good audio 
quality, there are quite a few on offer. The Presonus Firepod has a very similar spec to that of the Saffire 
LE, though its headphone output benefits from being a separate feed and not tied to the main 1/2 
output, and it can now be bought for about 250, making it the Saffire LE's closest competitor. Edirol's 
FA66 has a similar input complement, but only four analogue outs, and has optical S/PDIF instead of 
coaxial (which may be more compatible with your other digital gear). However, it does have an attractive 
analogue limiter to keep recording levels in check, and is only 200. If you want more analogue I/O and 
don't mind losing the limiter, Edirol's FA101 provides a total of eight analogue inputs and outputs, plus 
optical S/PDIF and MIDI I/O for around 290.  
M-Audio's Firewire 410 only has two versatile inputs, but eight analogue outputs plus two headphone 
outputs with individual level controls, the extra versatility of both optical and coaxial S/PDIF, plus MIDI, 
and can now be found on the street for 240  the same price as the Saffire LE. However, unlike the 
others mentioned here, its analogue I/O is all unbalanced.  
Sound Quality 
It's good to see Focusrite bucking the trend by quoting the Saffire LE's internal clock jitter 
level, and at less than 250 picoseconds, their figure is considerably better than that published 
for any other interface below 500 that I've reviewed to date. A low-jitter clock is vital for 
excellent stereo imaging, so I was very keen to see whether this figure translated into an 
obviously audible improvement. 
After matching the output levels of my own Echo Mia and Emu 1820M, and the review Saffire 
LE, to within 0.1dB I started to listen to them in turn, but it only took one audio snippet to 
dispense with the Echo Mia  it was so easily spotted as being slightly harsh and distinctly 
less focused. Switching to the Saffire LE was like lifting a veil from the sound, letting me hear 
the instruments beneath. It took me slightly longer to make up my mind between the Emu and 
Focusrite interfaces as the differences were smaller, but while the Emu 1820M, as always, 
turned in a refined performance, the Saffire LE took the lead with even tighter and more 
focused imaging, making the Emu sound a little 'woolly' by comparison. Emu's range has 
done incredibly well to retain my personal vote for 'best audio quality for audio interfaces 
under 500' for the last two years, but I think it's finally met its match in the Focusrite Saffire 
series: the Saffire LE provides truly excellent subjective audio performance for a 239 
interface. I was also impressed with its mic preamps, while the 1M(omega) impedance of the 
instrument inputs was high enough to avoid any 
premature roll-off of high frequencies. 
To double-check what my ears were telling me I ran my 
usual raft of Rightmark Audio Analyser tests. Frequency 
response was -0.3dB down at 18Hz and 20.5kHz with a 
44.1kHz sample rate, and at a much wider 20Hz to 42kHz 
at 96kHz sample rate, with a tiny 0.3dB peak at about 
32kHz. Measured dynamic range confirmed the 
manufacturer's figure of 105dBA, and although you can 
buy 'quieter' interfaces, I personally feel that the Saffire 
LE's lower-jitter clock is more important to overall audio 
quality. 
Driver performance was also good, with Cubase SX 
managing the lowest 4ms latency at 44.1kHz on my PC without any glitching, as it did in 
Sonar 5.2 Producer Edition (with the WDM/KS drivers it managed the lowest 10ms Effective 
latency with ease). NI's Pro 53 managed a slightly better than average 30ms Play Ahead 
setting with the Direct Sound drivers, and 45ms with the MME ones. My only disappointment 
was that the Saffire LE doesn't have GSIF drivers for Gigastudio.  
With comprehensive monitor mixing 
and metering of input and output levels, 
the Saffire LE's new Control utility is 
effective across a variety of recording 
and playback scenarios. 
Sound On Sound - July 2006           36 of 178 
Paul White covered the Saffire plug-in effect suite (reverb, compressor, EQ and amp 
simulator) in great detail in his original review, and since the LE versions are identical I won't 
elaborate here, except to say that I found that the three rather basic Saffire Reverb controls 
produced a surprisingly versatile set of sounds after a little experimentation, and the 
Template/Advanced modes of the Saffire Comp and Saffire EQ are an inspired way of 
providing you with initial settings to suit a particular application, while still letting you get at the 
individual controls for further tweaking.  
The Jewel In The Crown? 
It's always a gamble introducing a new cheaper model to an existing range, since the 
manufacturer risks losing sales of the more expensive version. So have Focusrite thrown out 
the baby with the bathwater by dispensing with the hardware DSP effects of the original 
Saffire, or have they got their sums right? I think they have judged the Saffire LE very well 
indeed  built-in DSP effects can be handy, but many musicians will be perfectly happy to 
save money and rely on plug-in or outboard effects. 
The Saffire LE provides two excellent mic preamps, instrument inputs that work well for DI'ing 
guitars, two extra line inputs compared with the more expensive Saffire, enough outputs to 
suit stereo or surround work, and excellent audio quality throughout. The Firewire interface 
market has never been so crowded, but with the Saffire LE Focusrite have carved themselves 
yet another niche  at 239 this is an absolute bargain!   
Published in SOS July 2006 
Sound On Sound - July 2006           37 of 178 
Guitar Technology 
Click & Buy PDF 
Gear Reviews, Tips and Techniques 
Published in SOS July 2006 
Reviews : Effects   
Marshall Regenerator, Echohead & Reflector 
Effects pedals 
Marshall have added a new range of digital guitar pedals to their portfolio, but rather than 
stick with the usual 'one trick per pedal' format, they've come up with three pedals, each of 
which features six different effect modes, selectable via a rotary switch. They've also given 
the pedals two outputs  one is fed from a true mechanical bypass and the other allows the 
decay of delay-based effects to trail off naturally when the effect is switched off. When both 
jacks are used together, you lose this latter feature but gain the advantage of stereo output. 
Each pedal also has an extra input jack, accepting either an expression pedal or a footswitch. 
The pedals have solid cast-metal casings and can be powered from a 9V battery or an 
optional power adaptor. The battery compartment is underneath, secured by a large-headed 
screw that can be unfastened with a small coin. A non-slip rubber base keeps the pedals 
stable on the floor and the controls are set back out of the 
way of careless feet. 
First up, the Regenerator pedal (60) offers a choice of 
Vintage Chorus, Multi Chorus (based on Marshall's own 
Supervibe pedal), Vintage Flanger, Phaser, Step Phaser 
and Vintage Vibe modes. Besides the rotary mode switch, 
two further knobs control rate and depth. The final knob 
 labelled 'Regen'  feeds some of the output back into 
the input.  
I found the Vintage Chorus mode a little less fluid than, 
say, the Boss CE-2, but it worked well enough. Multi Chorus produced a richer sound that I 
generally preferred. Flanger produced a very traditional flanging sound, but without a control 
to adjust the nominal delay time, it isn't quite as flexible as some units. Nevertheless, it's a 
very musical and useful sound. The standard Phaser setting sounded right to my ears  
warm and smooth  while the Step Phaser creates a jumpy, synth filter-type effect. Finally, 
the Vintage Vibe recreates the classic Univibe-style sound that is half way between chorus 
and phasing, used extensively by Jimi Hendrix. I thought this sounded pretty authentic. An 
expression pedal may be plugged in to control the modulation rate of any of the effects. 
The Echohead (65) has a similar layout, with the knobs adjusting Mode, Delay Time, 
Feedback and Level. The dry level of the guitar always remains constant so you never end up 
with an echo-only output. The mode settings are Hi-fi, Analogue, Tape Echo, Multitap, which 
produces a more dense cluster of echoes, and Reverse, which delays and reverses the 
effected part of the sound and adds it to the normal dry sound. Finally, there's Mod Filter, 
which adds a filter sweep to the delayed sounds. An optional footswitch can be used to tap in 
the delay time. 
I rather liked this pedal, particularly the Tape Echo and Analogue settings, which nailed the 
tonal character of the real thing pretty well. Tape Echo even introduced some gentle pitch 
variations to give the effect of worn transport components. Mod Filter was more subtle and 
musical than I'd expected and the Reverse setting provides a nice variation on normal delay, 
though you can't dial in 100 percent wet and play backwards solos as you can with some 
units. In stereo mode, the Multitap delay ping-pongs from side to side to add movement and 
interest to the sound.  
Reflector (60) is dedicated to reverb effects, with Hall, Plate, Room, Spring 1, Spring 2 and 
Reverse modes. The middle two knobs control decay time and high-frequency damping while  
Sound On Sound - July 2006           38 of 178 
the fourth controls the mix of reverb and dry signal. Most of the modes are self-explanatory, 
though Spring 2 is a blend of spring and electronic reverb while Reverse puts a reverse 
envelope on the reverb decay making it appear to build up rather than decay. The reverb may 
not be quite studio grade but it is still pretty good and certainly more than adequate for live 
performance. I liked the character of the Plate setting but also found the Room setting to be 
useful for adding space to a sound at short decay times. An expression pedal can be used to 
adjust the decay time and there's a nice stereo spread to the sound if you use stereo outputs 
to feed two amplifiers. 
These pedals are tough, practical and sound very good without actually breaking any new 
ground. That's not such a bad thing, as most of their algorithms are designed to recreate 
vintage effects! Given that they cost around the same price as a decent single-function pedal, 
this range combines flexibility with value, and the build quality should ensure they stand up to 
life on the road. Paul White 
SUMMARY: These rugged, versatile pedals offer authentic sounds and value for money. 
Marshall Amplification +44 (0)1908 375411. 
www.marshallamps.com  
COOL STUFF 
The new Washburn X50 Pro FE is the latest addition to the manufacturer's 
rock-oriented X Series range of solid-body electric guitars. It's based on the X50 
Pro, but has a flamed-maple carved top (as opposed to quilted maple) and 
active EMG humbucking pickups  an EMG 81 at the neck and an EMG 85 at 
the bridge. The X50 Pro FE also features a plain rosewood fingerboard and 
Grover 18:1-ratio tuners, and it uses the patented Buzz Feiten tempered tuning 
system, designed to give better intonation. It's available now in transparent 
black or transparent red gloss finishes, priced 599. 
Sound Technology +44 (0)1462 480000. 
www.soundtech.co.uk 
www.washburn.com 
T-Rex Engineering have produced a pair of new pedals. The Room Mate is a 
valve-equipped reverb pedal offering four types of effect  Classic Plate, Warm Hall, Bright 
Hall and Chorus with Warm Reverb. It has a mono input and stereo out and has Mode, Mix, 
Level and High Cut controls. The Bloody Mary (pictured near right), on the other hand, is an 
all-out distortion pedal with Gain and Level controls and High, Mid and Low EQ knobs. A 
Body switch boosts the bass and low mid-frequencies. 
ASAP Europe +44 (0)20 7231 9661. 
www.t-rex-engineering.com 
Vox have added two new tube-driven pedals to their 
Cooltron range. The Duel Overdrive pedal (pictured far 
right) is based on Vox's Big Ben overdrive and provides 
two separate drive effects with independent Gain, Volume 
and Tone controls. A bass boost can be added to one or 
both overdrives. The Vibravox combines tremolo and 
vibrato effects. In addition to Depth, Ratio, Skew and 
Volume knobs, there are two Speed controls that govern 
both effects. The Vibravox can be set to switch between 
two speeds of tremolo, two speeds of vibrato or between 
a tremolo effect controlled by the first Speed control and a 
vibrato effect set by the second. Both pedals run off four 
AA batteries or a 9V mains adaptor (not included). The 
new Cooltron effects will be out in June, with pricing to be confirmed.   
Sound On Sound - July 2006           39 of 178  
TECHNIQUE 
Tuners and tuning stability 
Guitars can suffer from tuning stability problems for a number of reasons. Most stability 
problems can be traced back to what might be called the friction points  the bridge and the 
nut  but strings can also bind on string trees (where fitted) and slippage around the tuning 
machines can also be significant, especially if you don't fit the strings 
correctly.  
Everyone has their own way of fitting strings, but I tend to pass the string 
through the hole in the tuning machine post, and then put a right-angle bend 
in it to prevent it slipping back through. As I tighten the machine, I'll take one 
turn around the post above the string hole before guiding the string below the 
hole and then winding two more turns around the post. On tuner posts that 
taper inwards towards the centre, this helps grip the protruding string end 
between the upper turn and the lower ones. By limiting the number of turns 
to around three in total, and by winding the string neatly rather than having 
turns crossing each other, there's less risk of the string slipping. After fitting 
new strings I'll give them a good hard pull to stretch them out, then check the 
tuning with an electronic tuner, and keep repeating the process until the 
tuning remains stable. By doing this you can usually play a gig ten minutes 
after fitting new strings with very little in the way of tuning problems. 
Having said all that, I prefer to fit locking machine heads to any of my guitars that have 
tremolos as they really do eliminate string slippage at the tuning end of the string. Some 
manufacturers, such US company Sperzel, produce sets where post heights get progressively 
lower the further you go from the nut, so on many Strats and similar instruments, you can 
remove the string tree (or pass the string above it) without risk of the strings popping out of 
their slots or losing tone through insufficient break angle over the nut. 
Players who haven't used locking tuning machines before sometimes make the mistake of 
thinking that it is the rotation of the string peg that is locked, but this isn't the case. The way 
the Sperzel tuner works is that there's a hole down the centre of the shaft that intersects with 
the string fixing hole, and inside this centre hole is a metal pin that can be driven towards the 
string hole by means of a knurled knob on the rear of the machine (pictured left). Once you've 
passed the string through the hole in the peg, you simply tighten the knurled knob to clamp 
the end of the string in place. Not only does this prevent slippage but it also enables you to 
take only half to three-quarters of a turn around the peg, which means there's less chance of 
the string windings sliding around on the peg and affecting the tuning. 
When fitting new strings, I pull the string through the hole just far enough to take up the slack, 
and then clamp it before tuning normally. This seems to leave the right amount of string 
around the post once the string is up to pitch and also leaves enough tuning range for those 
players who like to re-tune to a drop-D or other alternate tuning. One tip when fitting strings to 
Sperzel locking tuners is that if the string doesn't seem to want to poke through the hole in the 
post, and you've checked that the knurled knob is loose, just give the tuning shaft a gentle tap 
on the top as the pin sometimes sticks. Paul White 
Published in SOS July 2006  
Sound On Sound - July 2006           40 of 178 
Hot New Sample CDs On Test 
Sample Shop 
Published in SOS July 2006 
Reviews : Sound/Song Library   
Project SAM Organ Mystique 
Multi-format 
According to the sleeve notes, "this organ is located in a church near a small 
Dutch village. During WWII, a German airplane crashed into the church, tearing 
down the front part and killing brave members of the resistance. The villagers say 
when the organ is played, you can still hear it weep for the fallen soldiers of 
1944". Oo-er! 
Despite the spooky build-up, the instrument turns out to be a friendly-sounding, beautifully 
recorded instrument with a nice line in soft flutey stops. The Hol-Flute 8' preset is a good 
example  its innocent, child-like quality works very well for dreamy chordal meditations and 
quiet pastoral melodies. Pitched an octave higher, the brighter sound and quicker attack of 
Rohr Flute 4' copes well with fast lines, and at the top of the pitch range there's Octave 2', 
piping out very high notes with an extraordinarily precise, clear, and constant tone. The Viola 
Di Gamba preset has a reedier sound which is solemn, though still fairly cheerful, but for the 
full 'Here Comes The Bride' one needs the Tutti preset  this literally pulls out all the stops to 
create the classic triumphal church-organ racket. 
It is unusual to hear a church organ using vibrato, and the Tutti Vibrato 
preset (which adds vibrato to the nuptial noise described above) put me 
in mind of a theatre organ. The Vibrato stop is another simple flute 
sound, with subtle vibrato and a nice 'chiff'  very playable and 
inspirational for improvisers. 
Pedal stops are thin on the ground. The Sub-bass 16' patch supplies 
some very low notes, but their soft timbre lacks the power and grandeur 
one expects from organ pedals. Two octaves of these flutey-sounding 
bass notes have been tacked onto the bottom of each preset to extend 
their lower register. A couple of half-decent effects complete the preset 
list: the library is 2.33GB in size, so shouldn't put too much of a strain on your hard drive. 
This legend-drenched instrument was miked from different perspectives, maintaining the 
house style established in Project SAM's excellent orchestral brass and percussion libraries. 
The miking positions of three and 10 metres sound surprisingly similar, and with some stops I 
had to strain to hear any difference between them. While the church's ambience has been 
exquisitely reproduced with release samples, the building's relatively small size means that 
SAM's instrument can't compete with a cathedral organ in terms of sonic majesty; 
nevertheless, there is an appealing personal quality to its sound. Retailing at a price which 
won't come back and haunt you, this is a well-sampled pipe organ which, despite its 
somewhat restricted menu of stops, effectively covers the basics. Dave Stewart 
Gigastudio 3, Halion, Kontakt and EXS24 DVD-ROM, 94.95 including VAT. 
Time + Space +44(0)1837 55200 
www.timespace.com 
www.projectsam.com    
Sound On Sound - July 2006           41 of 178 
Best Service Peter Siedlaczek String Essentials 
Kontakt Instrument 
Peter Siedlaczek first made his mark with some fine string-orchestra samples 
which found their way (uncredited) into the Roland sound library. To this day, 
people tell me they still prefer these strings to any of the huge orchestral libraries 
released since! The Czech maestro's new 17.5GB String Essentials brings us a 
string orchestra of violins, violas, cellos and double basses. The sections are presented 
separately and also blended together into full string sections, something Mr Siedlaczek does 
extremely well  the mapping is done so skilfully that it's almost impossible to hear any joins. 
The samples were recorded in a Warsaw studio from three microphone positions, not 
(according to the producer) to vary the amount of ambience, but to exploit the different tone 
produced by close, medium, and far mic placements. This calls into question the pleasant, 
brightish, one-second release tails heard on the end of the so-called 'ambient' samples. Once 
the release trails are turned off, the difference between the three mikings is pretty subtle; the 
most obvious difference being that the 'normal' position has a slightly lusher sound and wider 
stereo image than the 'dry' samples. 
String Essentials' programs gather together a collection of playing styles 
which users can select via keyswitches. Each string section plays 
sustains, mono legato, tremolo and trills (all looped), three lengths of 
short note, staccato, pizzicato, and fast runs. The mono legato mode is 
OK for slow melodies, and its optional portamento effect introduces 
some tasty Bollywood-ish upward slides, but the legato effect can't cope 
with fast runs. Pitch wheel-driven glissandos (available for all sections) 
are difficult to control, but capable of yielding some thoroughly mad 
slides. In the staccatos program, push the mod wheel all the way up and 
you get an invigorating, disco-style fast 'fall' at the end of the note. 
All four sections perform fast runs in a major scale which is chromatically shifted to fit all keys, 
and the violins have an extra set of 140bpm, key-specific major runs. You can use the 
Kontakt instrument's tempo control to change the speed (but not pitch) of the runs. Users get 
a huge amount of control over the samples: the Kontakt instrument's knobs control 
expression, crescendos, attack, and release tails level, and MIDI Continuous Controller 
number 24 can be used to introduce a layer of staccato samples  very handy for adding 
definition to fast lines. 
These strings sound consistently good  each section has a distinct character, and the blend 
of the four is very satisfying. The Polish musicians play with an expressive, controlled vibrato, 
excellent tuning, and some feeling. Although some might find the wealth of technical detail 
intimidating, experienced samplists will be pleased to find such a large fund of high-quality, 
musically intelligent string performances in one ready-to-play package. Dave Stewart 
Kontakt Instrument, 232 including VAT. 
Time + Space +44(0)1837 55200 
www.timespace.com 
www.bestservice.de  
Big Fish Audio Roots Of South America Volume 2 
Multi-format 
Way back in the September 1999 issue, SOS gave a four-star review to the 
original Roots Of South America sample library. While is has been quite a wait, 
Big Fish Audio have now released a second volume. I tested the WAV files in 
Acid Pro 5, and these contained nearly 900MB of audio files, organised into 26 
construction kits and a collection of individual instrument hits. As with the original collection, 
the vast majority of the material is drum and percussion based  Congas, Bomba Shells, 
Cabasas, Cascaras, and Quijadas, amongst a number of others. However, this collection also 
contains both authentic rhythms and material that would suit more contemporary styles, 
including funk, jazz, or even hip-hop.    
Sound On Sound - July 2006           42 of 178 
While Latin musical influences are much more widespread in mainstream pop music now than 
they were even seven years ago, there were still several musical styles amongst the 
construction kits that I was unfamiliar with. Alongside the well-known Bolero and Samba 
styles are others such as Chacarera and Bambuco. Familiar or not, the rhythms and feels of 
these construction kits are all very engaging. Tempos vary between a sultry and sexy 69bpm 
(is this deliberate?) right up to a frenzied and hedonistic 210bpm. Many of the uptempo kits 
shout 'carnival', and I could easily imagine these rhythms pumping out of a large street band 
in that context. Equally, this material would be just as happy as a bed for a Santana-style 
Latin/pop/rock tune. 
Each of the kits includes a 'full mix' loop, which is useful for auditioning 
purposes, while the rest of the loops are separated into the individual 
instrument layers or, where appropriate, small ensemble layers. While a 
few of the kits include an orthodox drum kit, the majority consist entirely of 
instruments associated with the music of the region. Throughout, the 
playing seems excellent and the 24-bit recording done to a high standard. 
With suitable attention to the groove (with perhaps a little groove 
quantising), and the usual requirement not to stray too far from the original 
recording tempos, it was perfectly possible to mix and match loops 
between the various kits. The library is therefore very easy to work with. 
The 400 individual hits cover 29 different instruments. These include Seed Pods, Bata, 
Berimbau, Cajita, Chekere, Conga, Djembe, Guira, Tima, Trompe, and Udu. In most cases, 
several individual hits are included, covering different playing styles and intensities. In a few 
cases, there is enough material to map across a keyboard to make a playable instrument. 
Roots of South America Volume 2 picks up very much where its predecessor left off, but 
because the feel is perhaps more contemporary, this more recent collection ought to have a 
wider appeal. The library also represents good value for money. John Walden 
Apple Loops, REX, and WAV DVD-ROM, 55 including VAT. 
Time + Space +44(0)1837 55200 
www.timespace.com 
www.bigfishaudio.com  
Big Fish Audio Soundscapes For Cinema 
Apple Loops 
This 2GB library comprises over 1000 Apple Loops and is primarily intended for 
composers and sound designers working to picture, but there is plenty of material 
here that would interest anyone working in electronic music, particularly if it has 
an industrial edge  think Nine Inch Nails. 
For ease of browsing, the loops are split into six folders. Acoustic Oddities is split into three 
further folders (Percussion, Strings, and Winds) and there are all sorts of peculiar rhythmic 
things to be found here. Aside from the more usual drum and kalimba loops, there are some 
excellent bass loops  although this is not melodic material, but rather rhythms and textures. 
Harps, horns, saxophones, and various wind instruments get the same treatment, and the 
folder also includes some zither and digeridoo loops. For somewhat straighter rhythmic loops, 
the Percussion folder has plenty to offer, and these would give a composition more of a 
'musical' feel as opposed to the rhythmic soundscapes created by the Acoustic Oddities 
loops.   
Sound On Sound - July 2006           43 of 178 
The contents of the Pads & Atmospheres folder, which contains well over 
half of the whole library, is split into six subfolders with titles clearly 
indicating the contents: Alien, Dark Drone, Machine, Shimmer, Strange 
Textures, and Vocal Textures. There is some excellent material amongst 
this lot, and because many of the loops are over 30 seconds in length, they 
would make perfect beds to layer other elements over. The moods are 
mostly dark and, like the rest of the collection, would really suit sci-fi or 
straight contemporary horror images. In this respect this title covers similar 
territory to the various Cycling 74 Cycles loop libraries (such as Unnatural 
Rhythms), and there is plenty of sonic scariness here! For a slightly more 
melodic feel, the relatively small number of loops in the Tonal folder can be 
used, although the mood is consistent with the Pads & Atmospheres material. 
The collection is rounded off by the One-Shot Effects and Mixed Loops folders. The former is 
really sound-design territory, but there are some very good hits that could be used to 
ornament a more conventional musical piece. The Mixed Loops folder contains a small 
number of loops that mix rhythmic and soundscape/melodic material and, aside from the need 
to stay within the terms of the license, these would need very little adding to them to form a 
complete sound bed. 
It should be noted that this collection is a compilation from some earlier Big Fish Audio titles 
including Alien Artifacts, Alien Guitars 2, Fear, Gas Tank Orchestra, Groove Dimensions, 
Noize Loops, Pod and Toxic Textures. Provided that you do not already own these titles, 
Soundscapes For Cinema is very competitively priced. John Walden 
Apple Loops DVD-ROM, 55 including VAT. 
Time + Space +44(0)1837 55200 
www.timespace.com 
www.bigfishaudio.com 
Published in SOS July 2006  
Sound On Sound - July 2006           44 of 178 
IK Multimedia Amplitube 2 
Click & Buy PDF 
Amp Simulation Plug-in [Mac OS X/Win XP] 
Published in SOS July 2006 
Reviews : Software   
IK have given their popular guitar amp emulator a radical 
makeover, with a huge range of new models and a sound that's 
more accurate than ever. 
Paul White 
I recall being favourably impressed by the original IK 
Amplitube guitar amp modelling plug-in, and the new 
version 2 is far more than an update  it's almost a new 
product, with a fresh interface and new technology under 
the hood. A new modelling approach (DSM or Dynamic 
Saturation Modelling) has been developed to more 
accurately capture the way non-linear systems (such as 
amps that distort) affect a real-world dynamic signal, and 
the range of devices being modelled has also been 
extended. Plug-in formats supported extend to VST, 
Audio Units and Digidesign's RTAS, at sample rates up to 
192kHz, and Amplitube 2 requires Mac OS 10.3 or later 
or Windows XP.  
Amplitube 2 allows you to mix and match preamp sections, EQ sections and power stages to 
create combinations that aren't available in the hardware world. Once past the rather nice 
guitar tuner, the signal path comprises four sections: stomp effects, the amplifier itself, the 
speaker cabinet and mic arrangement to which the cabinet is connected, and any studio rack 
equipment used for post-processing. A further advance is the ability to use two chains of 
components at the same time with a choice of series or parallel routing options, making it 
possible to create layered sounds or expansive stereo spreads. All this is accessed from a 
surprisingly intuitive user interface. What're more, if you're a little timid when it comes to 
sound editing, you get a comprehensive library of amps and amp/FX combinations with the 
program that covers all styles.  
An optional hardware floor controller, the Stomp I/O, will soon be available but no additional 
hardware beyond your existing DAW setup is actually necessary to use the program, other 
than having an audio interface with a high-impedance instrument input for your guitar or a 
separate high-impedance DI box. (As ever, if you plug a guitar directly into a line input, the 
tone will suffer.)  
Endless Possibilities 
Amplitube 2 provides the user with a choice of 14 preamps, 14 amp EQs and seven power 
amps, which means a total of 1372 amp permutations before you even begin to tweak the 
controls, change the speaker cabinets or apply effects. If you count the effects, cabs and mic 
permutations, the number is astronomical  and you still haven't fiddled with any of the 
controls! The amp can be hooked up to 16 different speaker cabinets and miked via six 
different mic models (each with four placement options), though I was sorry to find no ribbon 
mic emulation as I've grown rather fond of those for guitar miking.  
Prior to the amplifier you have a choice of 21 beautifully rendered pedal effects that sit on an 
equally beautifully rendered wooden floor, and if you need more processing, there are 11 
rack-style effects that come at the end of the chain. Over 80 guitar amp and effect emulations 
are packed into Amplitube 2, with amp models based on the popular Fender, Vox and 
Marshall brands as well as a few boutique amps  as with most such products, though, 
there's no link or endorsement between the manufacturers of the amps being modelled and 
IK Multimedia. The same is true of the stompboxes, where the hardware modelled includes  
By default, choices of preamp, EQ and 
amp model are linked, but you can mix 
and match to create hybrid designs. 
Sound On Sound - July 2006           45 of 178 
such classics as the Arbiter Fuzz Face, the Ibanez Tube Screamer, the MXR Dynacomp and 
Phase 100 and the Electro-Harmonix Memory Man delay.  
Alternatives  
At a lower cost there is the Line 6 Tone Port, which also includes an audio interface and can produce 
excellent results on a par with the Pod XT. There's also the more straightforward Guitar Amp from 
Waves, which includes a special guitar DI box, and the incredibly flexible Guitar Rig 2 from Native 
Instruments, which also has a hardware control option.  
Down The Tube 
Amplitube II installs from a single DVD-ROM and comes with a USB dongle. This needs to be 
authorised and registered at the IK Multimedia web site, but if your studio computer is 
connected to the Internet, the whole procedure is fast and largely automatic. If you use a 
separate computer it takes a little longer but still is not complicated. The way Amplitube 2 
opens up is as a single window, with buttons that switch the middle section of the display 
between Tuner, Stomp, Amp Cab or Rack section views. In the upper strips are the usual 
Save and Load buttons, as well as arrow keys for cruising the presets, and of course there's a 
display showing the patch title. Eight rather small numbered buttons near the centre select 
from eight preset routing options, with the routing block diagram shown to the right, 
immediately above the section selection buttons. Bypass and Mute are to the right and do 
exactly what you'd expect. 
At the bottom of the screen there are two more buttons 
that allow you to step through the various sections 
(Tuner, Stomp, Amp and so on) if you don't want to use 
the more direct buttons at the top of the screen. There's a 
section to access the plug-in's preferences, which contain 
oversampling and resolution settings that can be used to 
trade off quality against the amount of CPU overhead 
required; other utility sections include an input level 
control and meter, and a simple noise gate that sits at the 
front of the signal chain and has only threshold and 
release time controls. To the right of this is a window 
showing the value of the currently selected parameter, 
and there's also a simplified version of the tuner always on display so that you can check your 
tuning without having to call up the dedicated tuner window. There are also Pan and Level 
controls for the currently selected module, as well as a master output level control and meter. 
All the knobs and sliders can be automated from within the host sequencer to the extent that 
the host sequencer supports automation, with the caveat that if you use the same module 
twice in one of the signal paths, you can only automate the first one.  
In the Amplifier window, there are separate menus for the preamp, EQ and power amp 
elements, and by default these are all linked so that when you change one, the others change 
appropriately for your choice of amplifier. However, you can turn off the Match switches to mix 
and match sections from different amplifiers.  
When it comes to cab miking, you can have your choice of virtual mic on or off axis at either 
near or distant positions. These options are fixed, though, so you can't gradually vary the mic 
position. There's also a slider for room ambience that adds a nice sense of place and space 
to the sound. In the rack section, you can use up to four rack effects at the same time, and 
there's a good choice of modulation, delay/reverb, pitch, EQ, dynamics and enhancer effects 
from which to choose. Most of the effects are fairly familiar, but the pitch-shifting section 
includes the ability to create harmonies according to musical key and scale, providing you 
only feed in single-note lines.  
A huge range of virtual stompboxes is 
available. 
Sound On Sound - July 2006           46 of 178 
The Driving Experience 
Using Amplitube 2 proved to be extremely straightforward, and most of what you need to to 
do can be sussed without ever needing to read the manual. However, it is worth reading 
through the manual at least once, as it tells you important information such as the significance 
of using oversampling (or not) in the stomp and amp sections to avoid aliasing artifacts. 
There's also a lot of useful information about the various modelled amplifers and how their 
controls work, because as with any rigorously designed modelling software of this kind, the 
operation of the controls varies to match the device being emulated. I like the way the 
program is set out just as a stage setup would be  pedals first, then amps and speakers, 
and finally the rack processors that would be on the mixing console  as this makes the 
operating environment very familiar. The only slight departure from normality is the flexibility 
of the two-channel routing, but you don't have to use this 
if you don't want to. 
As I so often find with programs of this kind, the factory 
patches are great for showing off the range of sounds that 
can be coaxed from the plug-in, but relatively few are 
things you'd normally use yourself, so you do have to 
take the time to set up your own patches. Furthermore, as 
any guitarist knows, even great amps can sound bad  it 
all comes down to finding the sweet spot on the amp that 
suits the instrument being used with it. I have several 
Strats and they all sound different, so when I change 
guitars, I also need to readjust the amp. It's the same with 
a program like Amplitube  time spent fine-tuning the 
amp settings to match the guitar really pays off. 
On the whole I found the amp sounds nicely responsive and satisfying to play, though I know 
there will always be contention, especially when it comes to emulating those really sweet, 
low-powered tube amps played just on the edge. Even so, I got some very nice quasi-country 
sounds by using the Brit Class A TB emulation with a compressor stompbox patched in front 
of it. The sounds sit well in a mix and the more overdriven sounds give off a nice sense of 
energy. Some of the preset names allude to well-known artists or tracks, and though I'd 
probably fine-tune them some more, they get pretty close providing you play in the same 
style.  
I tried to recreate some of my personal favourite guitar sounds and was surprised not only by 
how close (and how quickly) I could get them, but also by the general playablity of the end 
result. These sounds record beautifully and sit well in a mix with no need for additional 
processing and the only slight cause for disappointment on my behalf was the lack of a tape-
echo emulation. You get conventional analogue delays and digital delays, both of which 
sound great, but although there is a degree of tonal control on the digital echo which can get 
close to the sound of tape, it doesn't have that gentle wow and flutter. 
Having played with Amplitube 2, I can see why IK Multimedia thought it would be a good idea 
to offer an optional floor controller so that guitarists could take it out live. Indeed, I'm almost 
tempted to try that myself. This being the case, it seems odd that there is no stand-alone 
mode  Amplitube 2 always needs to run as a plug-in within a host program, and if you want 
a stand-alone amp simulator you'll need IK's Amplitube Live, which has yet to be updated to 
version 2. 
Currently there are several software plug-ins that purport to model that elusive guitar amp 
sound, and I think Amplitube 2 gets as close as any, striking a good balance between ease of 
use and flexibility. It's not the cheapest option around, but in my view it is well worth the 
asking price, and should meet the recording needs of most pop and rock players.   
Published in SOS July 2006  
There's a choice of speakers and mic 
positions, though the mic distance is 
not continuously variable. 
Sound On Sound - July 2006           47 of 178 
Korg Pad Kontrol 
Click & Buy PDF 
USB MIDI Drum Pad Controller 
Published in SOS July 2006 
Reviews : Hardware Controller   
Pad controllers are aimed at releasing the frustrated drummer 
in all of us, allowing desktop composers access to rhythm 
sounds without having to use sticks - and Korg's Pad Kontrol 
adds a couple of nice twists to the concept... 
Nicholas Rowland 
While the growth of computer-based music-making has 
seen an almost bewildering proliferation of keyboard-
based MIDI control devices, there are still relatively few 
aimed at the specialist task of triggering drum sounds and 
programming rhythm tracks. In fact, even with the arrival 
of Korg's Pad Kontrol you don't actually require all the 
fingers of one hand to count them! Like the other main 
contenders in this area, namely M-Audio's Trigger Finger 
and Akai's MPD16, the Pad Kontrol is designed to be 
enable you to trigger sounds using your fingertips (as 
opposed to controllers like Roland's SPD20, which are 
intended to be played with sticks).  
Physical Matters 
A quick shufti reveals the Pad Kontrol to be equipped with 16 trigger pads, two assignable 
knobs and buttons, and an X-Y controller, plus enough intelligence to store up to 16 sets of 
user-programmable MIDI assignments or Scenes (man) as they are known in lingua korga. 
While it is primarily designed to interface with computer-borne software instruments through 
its USB connection, the Pad Kontrol will also communicate directly via MIDI with any other 
hardware devices. And while its main role is supposed to be for real-time programming of 
drum sounds, its designers have given it many features that mean it can be employed for 
much more than simple one-shot sample-triggering duties. For example, it can be used to 
control the transport functions of a sequencer, or as a way of remotely switching between 
different programs and patches on another device. 
Korg have consistently produced some of the best-
looking hi-tech instruments around, and the Pad Kontrol 
is no exception. With its smart white and silver colour 
scheme  surely the colours that will be associated with 
the early years of the 21st century, thanks to the all-
conquering iPod  this is an appealing and very sleek-
looking package. It easily passed my wife's 'Cor! What's 
that you've got now?' test (to which all review items in our 
house are subjected as soon as they are liberated from 
their packaging). On closer inspection, I have to say that 
the unit does feel a little bit plasticky, especially the rather 
lightweight data knobs, though there's no reason to 
assume it won't bear up under normal use. In that 
respect, normal use is obviously intended to be on a 
tabletop or other flat surface, as there's no way to attach a clamp for standmounting. 
The first job is to use the supplied cable to attach the Pad Kontrol to an available USB port on 
your computer. For Windows XP users this procedure also requires the installation of the 
supplied driver from the CD-ROM. While the Pad Kontrol would normally be powered over its 
USB connection, there's also an input for an optional 9VDC adaptor if this proves a problem 
in any way  for example, if there are too many devices on the buss already. Naturally, you'll  
Photos: Mark Ewing  
Round the back, MIDI can be 
transmitted via a pair of traditional five-
pin sockets (Out and |n) or via USB. 
The pedal jack allows the connection of 
a 'kick-drum pedal' (ie. a MIDI 
footswitch which can be used as a kick-
drum trigger), and the switch allows you 
to select between DC power and buss 
power from the USB connection. Note 
again that you have to pay for the 
optional DC power supply; it's not 
supplied as standard. 
Sound On Sound - July 2006           48 of 178 
also need the adaptor if you are using the Pad Kontrol as a stand-alone controller to trigger 
other MIDI devices, or if you are bypassing the USB connection and attaching the Pad Kontrol 
to a computer using its five-pin MIDI In and/or MIDI Out sockets. Incidentally, the presence of 
these sockets means the Pad Kontrol can function as a USB MIDI interface  a useful 
extension to its role if, like me, you never seem to have enough free MIDI ports. 
Ergonomically, the Pad Kontrol follows what seems to have become the established 
convention for this type of controller with its 16 pads arranged in a four-by-four matrix. The 
pads are velocity sensitive and offer a range of eight different dynamic curves to suit different 
'finger-drumming' styles. For more predictable results, each pad can also be set to send 
specific fixed velocities. As well as being used to trigger sounds, the pads multi-task as 
program and parameter selection buttons when you're programming the Pad Kontrol itself. 
Oh, and because they are backlit with red LEDs they can also provide part of the 
entertainment too. I'm not just talking about the way they light up every time you hit them; it's 
the fact that they can be set to blink in various different patterns when a pad is struck. You 
can also set them up so they will start to blink randomly whenever you leave the unit idle for a 
minute or two. It's rather cool in a kind of '1970s sci-fi movie computer set' kind of way, and it 
certainly impressed visitors to my studio. But the pads don't just look good; they also have a 
very firm comfortable feel, and a great response which is even over their entire surface, 
including the very edges. They're definitely a cut above the usual squidginess you get with a 
lot of pads on drum machines. 
Along with its trigger pads, the Pad Kontrol also offers a 
couple of programmable buttons and a brace of controller 
knobs  all very useful for controlling parameters on the 
target device. There's also an input for a footpedal which 
can be used either for control and switching duties, or as 
an extra trigger, in a rough approximation to a bass-drum 
pedal. It's worth emphasising that the programmability of 
the pads and other controllers goes far beyond what 
you'd expect for a triggering device of this type. Along 
with being able to assign individual note numbers, 
velocity values and MIDI channels to each pad, you can 
also assign control change numbers, change the switch 
type between momentary and toggle, and set release 
values. Put this together and it means you can use the 
device to control operations on software synths and 
computer sequencers. 
The other main difference between the Pad Kontrol and its rivals is the presence of that X-Y 
controller pad (see overleaf). This type of controller is one of Korg's particular specialities  
we've seen it incorporated to particular good effect on their Kaoss range of effects units. 
Resembling a control surface version of a joystick, the pad gives you finger-tip control of any 
two continuous MIDI controllers in real time, one assigned along the horizontal axis and one 
along the vertical  so as you move your fingertip around the pad, you get a proportional mix 
of two continuous controller values. A typical use with a synth patch might be to control filter 
cutoff and resonance, but by programming two continuous controllers that aren't normally 
related  like reverb depth and pitch bend  you can achieve some more interesting effects. 
In their considerable wisdom, Korg have given the X-Y pad a couple of dedicated 'drummy' 
features in that you can use it to control the timings of flams and rolls. Depending on how you 
set it up, moving your finger from left to right increases the speed of a drum roll, or the 
distance between 'flammed' notes, while moving it up and down changes either the volume of 
the roll, or the second note in the flam. It doesn't seem such a big deal when you try and 
describe it in words, but when you start to play around with the effect, you realise just how 
brilliant it can be. For example, this makes it easy to create realistic-sounding drum and 
percussion rolls with very precise control of swells in volume and the 'microtiming' of the roll. 
Basically, if you want to recreate those dramatic drum rolls that you always get as the hero is 
led to the gallows, then the Pad Kontrol provides you with the perfect execution (ouch!). This 
feature of the Pad Kontrol also enables you to easily add those little grace notes that real  
Haven't we seen this somewhere 
before...? The excellent X-Y pad from 
the Kaoss Pad may seem an odd 
addition to the Pad Kontrol, but it can 
be put to good use for controlling Pad 
Kontrol flams and rolls, as well as any 
other MIDI controller pairs you wish to 
assign. 
Sound On Sound - July 2006           49 of 178 
drummers put in as they play  thereby making it a doddle to create very human-sounding 
performances.  
Brief Specification 
User controls: 16 velocity-sensitive, backlit trigger pads, one X-Y pad, two assignable knobs, two switches. 
User memory: 16 user scene memories. 
Dimensions: 55 x 314 x 234mm (HWD). 
Weight: 0.96kg. 
System requirements: Windows XP, Mac OS 10.2 or later.  
In Use 
Editing the Pad Kontrol is pretty simple and straightforward thanks mainly to the generous 
helping of function buttons, and despite the limitations of the three-digit LED display which 
does its best to inform you what's going on. This shows what message or value is being sent 
whenever you strike a pad or move a controller. As I said earlier, you can store up to 16 User 
Scenes in the Pad Kontrol's internal memory. In addition, the CD-ROM that accompanies the 
Pad Kontrol comes with 30 preset Scenes designed for use with popular programs. Among 
this list you'll find setups for various GM kits, drums from Korg's own OASYS and Triton 
synths, and kits from software such as Native Instruments' Battery, Ableton's Live, Apple's 
Garage Band, Propellerheads' Reason, Steinberg's Groove Agent and FXpansion's BFD. 
One of the Scenes is also designed to work out of the box with the accompanying special 
version of Toontrack's DFH (for more on this, see the box above). 
However, while you can do all the editing via the buttons on the front panel, this seems a bit 
of a long-winded way to go about things given that the Pad Kontrol's accompanying software 
includes a rather excellent  and very free of charge  editor and librarian program. This 
provides you with a neat visual representation of the Pad Kontrol's surface, allowing you to 
click on the various pads and assigning values through the corresponding pop-up windows. 
Once a Scene is assembled, another click of the mouse squirts it down the USB connection 
into the Pad Kontrol's memory. Or conversely, if you've done your programming directly via 
the Pad Kontrol, a click of a button sends the information back up the wire to be stored in the 
computer.  
Verdict 
With the Pad Kontrol, Korg have done some out of the beatbox thinking and come up with a 
device with lots of creative potential. Naturally, your excitement about this product (or lack of 
it) will depend on how important real-time drum programming is to your musical modus 
operandi. If that's your bag, then I can state uncategorically that the Pad Kontrol is the best of 
the bunch  although admittedly, it's not a very big bunch! At the same time, though, Korg 
have given the Pad Kontrol a range of features which means it is going to be useful for 
general control of other MIDI devices too. 
I do have one moan, and it's the same as I had about M-Audio's Trigger Finger  you can't 
program more than one MIDI note per pad, thereby allowing you to layer and crossfade 
sounds. But the flam and roll functions help to make up for this omission. And on a visual 
note, the Pad Kontrol looks pretty cool too, especially with all those pretty lights. I wouldn't 
quite go as far as Korg's web site, which claims that the 'great feel of the trigger pads and the 
Illumination mode work together synergistically to catapult your performance to a higher 
intensity level than ever before', but if this sentence is the result of some copywriter's 
enthusiasm for the product, then that enthusiasm, at least, is entirely justified!   
Sound On Sound - July 2006           50 of 178   
DFH  Drums Fine & Handy? 
Although it has no sounds built in, the Pad Kontrol doesn't come to the party empty-handed. Along with 
the editor/librarian program on the accompanying CD-ROM, you'll find a special 'Korgified' version of 
Toontracks' well-respected DFH virtual drums software. It was my first encounter with this particular 
package, and I was mightily impressed. Toontracks' intent is apparently to give you the sound of drums 
as they are really played, and they seem to have achieved this, offering all the nuances and countless 
variations of tone that you get even from a single drum. You can also play around with the virtual miking 
of your kit, even determining the extent to which the sound of a drum will bleed into the mics on the rest 
of the kit! 
While the version of the program available with the Pad Kontrol gives you only a fraction of what you get 
with the full version, it still adds up to a generous 260MB of drum multisamples, which in turn translates 
into a complete kit of bass, snare, toms and cymbals. Not only is this enough to give you a sense of just 
how good the program is, it also spectacularly showcases the Pad Kontrol's flam and roll functions. And 
of course, if you like what you hear, an included coupon gives you a discount off the full version. 
Published in SOS July 2006 
Sound On Sound - July 2006           51 of 178 
Native Instruments Kore 
Click & Buy PDF 
Hardware Controller & Software Host For Instruments & Effects 
Published in SOS July 2006 
Reviews : Hardware Controller   
NI's Kore system promises to unify your library of software 
instruments and effects, creating the mother of all workstation 
synths or multi-effects units. 
Simon Price 
Native Instruments' Kore is an integrated software and 
hardware system that acts as a universal 'front end' to 
other VST/Audio Units instruments and effects installed 
on your computer. Plug-ins are hosted within the Kore 
software 'shell', which appears as a plug-in in your 
sequencer, or runs as a stand-alone host. Kore plug-in 
instances, or the stand-alone host, are controlled with the 
hardware unit. In addition to providing a standardised 
hardware control system, and a means to construct 
patches from multiple plug-ins, Kore has a powerful patch 
and preset cataloguing system, creating a centralised 
database of all the sounds and effects at your disposal. This rather dry description may not 
blow your skirt up, but believe me it's this last feature that could have a profound impact on 
your desktop music production, and bring your computer much closer to feeling like a musical 
instrument.  
Koncept 
Kore's announcement was greeted with a cautious reaction in some quarters, and an excited 
one in others, probably because of the lack of agreement on what it was actually going to do. 
Let's start by taking a quick look at what it doesn't do. Kore is not a sequencing or recording 
package; it is more like an instrument that draws its sound sources and effects from other 
plug-ins. It does not provide any DSP hardware: your plug-ins still run using the host 
computer's processing power. The controller is not a generic MIDI control surface, and is 
purely meant to control the Kore software and plug-ins hosted in it. There is, however, a MIDI 
interface built into the controller allowing MIDI controllers and keyboards to be connected to 
the computer via the same USB cable. A two-in, four-out, 24-bit/96kHz audio interface is also 
built in. 
Like many innovative new products (the iPod is a good 
example) Kore addresses needs that you may not have 
been fully aware you had. However, anyone who 
predominantly uses a computer to make music will have 
come across the same frustration: you have a number of 
soft synths, samplers, drum machines, effects and 
sequencer/recording packages, and it can be a pain 
trying to integrate these into some kind of workflow. It's 
no wonder that keyboard workstations are still popular, 
because they allow you to compose in one place, with all 
your sounds together and controlled with the same knobs, 
laid out in the same way. Workstation sound sources are 
blended, have appropriate effects, and are available as 
presets. Native Instruments probably felt particularly close 
to the problems of computer-based composition and 
performance, as their flagship Komplete 3 package installs no fewer than 13 separate 
instruments and effects. Not only does this mean 13 different user interfaces, but also 13 
different places to look for the sound you want. If you want a warm pad, you could use 
Reaktor 5, FM7, Pro 53, Kontakt 2, Kompakt and more. In terms of hardware control, you 
would need to spend endless hours setting up templates to control all these instruments and  
Photos: Mark Ewing  
One of the core ideas behind Kore is 
that you can choose patches on the 
basis of what they sound like, 
regardless of what instrument(s) made 
them. 
Sound On Sound - July 2006           52 of 178 
effects from a traditional MIDI device. Kore confronts all these challenges in an attempt to 
combine the advantages of computers with those of hardware synths and effects. 
As well as being close to the problem, Native also had the solution right under their nose with 
Guitar Rig. If you haven't seen it, Guitar Rig is a computer-based effects unit that uses a 
software host controlled by a hardware foot controller. The host software lets you build 
patches from a suite of effects modules in a virtual rack, then assign the hardware controls to 
any parameters on the modules. This patch is then used stand-alone, or inserted as a plug-in 
into any recording/sequencing package's mixer. Kore works in exactly the same way, except 
that instead of building patches from a selection of internal modules, Kore patches (called 
Kore Sounds) are constructed from other VST or AU plug-ins. NI realised they could integrate 
their entire Komplete 3 package into a single environment, and third-party plug-ins could 
come too. What's more, this environment (the Kore plug-in) can be used in any software that 
supports VST, Audio Units, RTAS, or DXi plug-ins, creating a totally portable patch format. 
And yes, that does mean you can run VST and AU plug-ins in Pro Tools, VSTs in Logic, and 
so on. The final  and perhaps ultimately most significant  step was to add a patch library 
system that classifies sounds based on their sonic attributes instead of which plug-in made 
them.  
Kore On Stage 
The combination of multi-instrument hosting with flexible 
controller assignments means that many people are looking to 
Kore as a live system. Several Performance examples are 
provided to show Kore runninng as a keyboard rig, an 
electronic music and beats station, and a DJ tool. Used in 
stand-alone mode, you can set up a Performance with multiple 
Sounds, some of which may be drum machine or loop-based, 
and which can be triggered by the clock. Each channel in Kore 
also has a MIDI file player, allowing sequences to be played 
back, and even strung into patterns.  
Kore has several features specifically aimed at live use: the 
Song List, Performance Presets, and the Live View. The Song 
List is a folder in your Kore directory that contains links to any 
Performances that you wish to use live. This list is accessible from the hardware controller, allowing you 
to load up Performances without resorting to the mouse/trackpad. However, with a little clever use of the 
Preset functionality, you can reduce or possibly even remove the need to load new Performances. 
Presets are snapshots of the configuration of a Performance (see screen below). They store the state of 
all panel controls including channel on/off switches, levels, mutes, sends, pans and effect controls, but 
not the fundamental architecture such as routing, or which channels are present. A great feature of 
Presets is that you can set up fades so that the Presets morph into each other. You can also specify 
automatically sequenced Preset changes, which you can use to prepare small, automated pattern 
changes, or even sequence whole tracks or sets. In the current release you can only set times in 
minutes and seconds, although you will soon be able to use bars and beats. Presets can be recalled 
from the controller, which you can arrange so that the Control button toggles between Presets and 
controller views. You can also change Presets using program changes, which works perfectly, although 
you have to remember to filter these messages so they don't get passed on to the plug-ins that Kore is 
hosting  otherwise they all change their patches too! What makes Presets so useful is the ability to 
switch channels off instead of just muting them. This frees up the CPU power they were using, so you 
could build a large Preset with everything you need for a show, and use Presets to activate just the 
channels you need at any time. This means never having to stop and load new Performances. Finally, 
Live View (top) switches Kore to a simplified full-screen display, which only shows the most important 
things you would need when playing live.  
An important consideration is that, because there is no 
Performance layer when Kore is used as a plug-in, these live 
tools (Song List, Presets and Live View) are only available in 
stand-alone mode. This could be a problem if you tend to use 
Ableton Live for live work. One option would be to use multiple 
Kore plug-ins instead of Presets, and use the Live mixer to 
handle the transitions, although this would lose the crossfading 
and sequencing. Personally, I would run both Live and the 
stand-alone version of Kore, sending MIDI Beat Clock from Live to Kore. I was able to set up an internal 
MIDI port between the two, and play Kore devices from MIDI sequences in Live, but was not able to run 
Beat Clock as this feature was not available in the initial release. However, by the time you read this, an 
update should have added the all-important External Sync button to Kore. Rewire would come in handy   
Sound On Sound - July 2006           53 of 178 
in this configuration so you could run Kore's outputs back into Live. However, I found you can mix both 
Live and Kore's outputs through the Kore controller audio outs. You can also send your Live cue mix 
feed out of the Kore controller's headphone outs, as well as pre-fade listen signals from Kore. Just to 
really push the boat out I ran Reason Rewired into Live at the same time, making for a seriously 
powerful live rig. Now, if Propellerhead would just release a plug-in version of Reason that I could run in 
Kore...  
Getting Started 
My Kore came bundled with the Komplete 3 package, which required installing first. This is 
because the Kore installer updates several of the plug-ins and libraries included with 
Komplete in order for them to work properly with Kore and the Kore Sound library. It's 
probably fair to say that to get close to seeing the full potential of Kore you need Komplete, or 
at least several NI plug-ins. As you'll see, much of the power of the system comes from the 
Kore Sound library, and the more NI plug-ins you have, the more pre-programmed sounds 
you can access out of the box.  
The controller connects to the computer via a USB2 cable, which handles bi-directional 
communication of control and display data, and connects the integral MIDI and audio 
interfaces. The unit also takes its power from the USB port. In order to launch the Kore 
application (or insert a Kore plug-in) the controller must be connected. Although the software 
side of Kore would still be useful without the hardware, NI stress that the integration between 
the components is key. This is also, of course, an effective way of copy-protecting the 
software, and who can blame them for that? Firing up the stand-alone Kore application wakes 
the surprisingly small controller (it's 30cm wide) revealing its bright red display and button 
lights. You are presented with an empty rack-style or mixer-style display (depending on the 
selected view option), with a master parameters area above, and the sound browser below. 
The application has the standard NI Audio and MIDI Settings page for choosing a soundcard 
and MIDI connections. Although the controller has built-in audio and MIDI interfaces, you 
don't have to use these. I opted to use Kore's MIDI input for my keyboard, and use my 
Digidesign M Box for sound output, which all worked without a hitch. The stand-alone Kore 
application does not currently support Rewire, although I think this is on the cards. This would 
provide useful flexibility of operation, as Kore works differently in stand-alone and plug-in 
modes.   
Thinking In Sounds 
There are several ways to open up sounds and instruments in Kore, but I started with the 
main Kore Sound browser. NI describe one of the main concepts of Kore as 'thinking in 
sounds' and this patch browser is what they are talking about. As you can see in the 
screenshot on the previous page, the Sounds browser presents five columns with families of 
words to describe sounds, which, in Kore-speak, are called Attributes. Above this are options 
for choosing between Instruments and Effects patches (with different lists of attributes for 
each) and a text search. In the picture I'm searching for an Instrument patch. The first column 
lets you choose the kind of instrument you are looking for  piano, synth, and so on  while 
the second, Source, describes the method used to generate the sound. These attributes are 
clumped into mutually exclusive pairings or groups, such as Synthetic or Sample-based, 
Analogue or Digital. Further down this column are attributes that describe other properties of 
the patch, such as whether it is a Solo or Ensemble/Kit instrument, Layered, Looped, and so 
on. In all but the first column you can select more than one attribute, so you could choose a 
Synth that is Digital and Layered for example.   
Sound On Sound - July 2006           54 of 178 
The third column lets you choose the character of the 
sound, and is populated with words like Warm, Dissonant, 
Bright, and so on. Column four is Articulation, and 
describes the way the sound is played (for example, 
Chord or Arpeggiated), the way the sound evolves (Slow 
Attack, Pulsating) and more traditional patch 
categorisations (Pad, Lead). Finally, the fifth and most 
subjective column is Genre, with listings such as Film 
Music, Techno/Electro, Rock and Pop. Categorising 
sounds by a musical genre is of course problematic, 
although useful at times, but you don't have to choose attributes in every column to use the 
browser. Each time you add or remove attributes to your search, the list of Kore Sounds to 
the right updates to list the patches that have been tagged with all your selected items. Some 
useful preferences alter the way the browser displays this information, such as allowing you to 
see the number of patches in each category, and to hide attributes that don't appear in 
combination with those you've already selected. You can also reorder the patch list 
alphabetically by any of the columns (Vendor, name, and so on) and add or remove columns 
by right-clicking. 
In the example I've opted for the Kore Sound called Velvet Pads, which, as is indicated in the 
Plug-ins column, is made with FM7, Kontakt 2 and Reaktor 5. I've deliberately chosen a 
complex patch as it shows up several features of Kore. The majority of patches in the library 
are made with single instruments (for more about this, and other aspects of the Kore Sound 
library, see the 'Inside The Library' box). Double-clicking the patch opens it up into the first 
spare slot in the rack, and makes it immediately available for playing via MIDI, and controlling 
with the hardware.  
Sounds And Performances 
The screen above, top, shows the Kore Sound loaded into the rack, with the Browser closed 
to save some space. To the left of the rack are three buttons that alter the display of 
channels. Instead of this sideways view, you can display channels vertically like mixer 
channels (as in the screen above, for example) or a combination of the two. The channel 
represents the entire Velvet Pads Kore Sound, and appears as a generic device that gives no 
clue to what plug-ins are generating this sound. The channel has an on/off switch, 
input/output assignments and gain controls, a MIDI File player section, four insert slots, and a 
central area showing assigned knobs and buttons. The master section can be switched to 
reveal four send controls, which are always visible in channel strip view (while the controller 
assignments are not). Right-clicking an insert slot lets you 
add or replace Kore effects.  
Double-clicking another Kore Sound in the Sounds 
browser will open up a new channel in the rack. The 
parameters currently being controlled by the hardware 
appear in the main section at the top of the window (more 
on this soon). By default, the keyboard will play both 
channels, but by opening the Mapping window, you can 
split keyboard ranges, map velocity ranges, and assign 
different MIDI channels to each Sound, which is obviously 
particularly useful for live work. As well as adding insert 
effects to any channel, you can create Group (submix) 
channels and buss several Sound channels to them. You can also add Send (effects return) 
channels and share reverbs, delays, and so on. Each Sound Channel, Group, Send and 
Effect has its own hardware controller assignments, often spread across two or more pages 
each. The device and page which the controller is addressing can be selected either from the 
controller itself, or on screen. Importantly, you can create extra User Pages, and assign 
parameters from different devices and channels to the same page, allowing you to control 
several channels with the controller at once without changing pages. This entire configuration 
of Sound channels, sends, groups, inserts and controller assignments is called a 
Performance. And it's only half the story.  
Kore channels can be displayed 
horizontally or vertically.  
Kore's Mapping functions allow you to 
split and layer multiple sounds for 
simultaneous control from one 
controller. 
Sound On Sound - July 2006           55 of 178 
Double-clicking the Kore icon in the middle of the Velvet 
Pads channel brings up the display below. You are now 
looking at how the Velvet Pad Kore Sound is constructed 
(note that the main display strip indicates you are now 
viewing a Sound instead of a Performance). The Sound 
has its own internal rack, which can accommodate 
individual instrument plug-ins. In this example there is 
one FM7 and one Kompakt 2. The third channel is a 
Group channel, where both plug-ins are being mixed in 
order to go through a filter plug-in. Notice that the 
instruments also have their own FX insert slots too. A Kore Sound has its own routing, effects, 
sends and key/velocity maps, all of which collapse to a single device when viewed from the 
Performance layer. Channels at the Sound level can use any VST or AU plug-in in the FX 
inserts, as well as the built-in Kore effects. There are also different controller assignment 
pages at the Sound level, although some special pages called Easy Access (EA) pages 
appear in the Performance too. This dual-layer, 'nested' nature of Kore's environment makes 
very flexible configurations possible and easier to manage. It also contributes to Kore's fairly 
steep learning curve, and causes some confusion early on! You can move between the 
Performance and Sound layer from the hardware controller, although it takes some practice to 
be confident about where you are, and you will want to simplify things with User pages when 
playing live. An important footnote to this section is that when you use Kore as a plug-in in a 
sequencer, the Performance layer does not exist. In a host you are always looking at the 
Sound layer, so when you open a Kore Sound you see all its separate components. This is 
because you would tend to use the host's mixer environment to open multiple Kore Sounds 
instead of Kore's Performance mixer.  
NI Service Centre 
The Kore installer includes the new NI Service Centre 
application, which comes as standard with all NI software from 
May 2006. This small application will be a welcome addition 
for all NI users, as it greatly simplifies the registration and 
activation of software. This was previously a fairly complicated 
and time-consuming procedure carried out at the NI web site. 
Now, Service Centre stores all your details, and connects to 
NI's server in the background. The utility scans for all installed 
products, and lets you activate or deactivate them in bulk. 
Updates are also taken care of by Service Centre, another 
major bonus as keeping a computer full of NI software up to 
date has always taken quite a bit of time and effort.   
Kore Kontrol 
Kore's hardware controller is a sturdy wedge of metal that, if dropped, would probably come 
off considerably better than whatever it landed on. A strip of glossy black plastic across the 
middle houses eight rotary encoders, the display, cursor buttons, a data wheel, and several 
mode buttons. The cursor and mode buttons are large and inset into the surface, and their 
size means that they rock about a bit and occasionally fail to engage unless you press them 
in the middle. The demo unit had small, rubber, glued-on feet which all fell off during the 
review, but I'm assured that the more up-to-date production runs have larger, securely affixed 
feet. The rest is all good news. The all-important knobs feel great, moving with a smooth, light 
action. The touch-sensitivity is immediately apparent, as red lights ringing the bottom of each 
knob light up while you touch the knob. Whenever you are touching a knob, the display 
becomes dedicated to that parameter, showing the parameter's full name (all parameters can 
be given long and short names for different display purposes). Values are displayed in real 
units (ms, dB) when provided by the plug-in, or otherwise as a percentage, a value between -
100 and +100, or between 0 and 1. A large horizontal display like a progress bar shows the 
position of the knob within its range. Cleverly, if you are using more than one knob at a time, 
the display changes to show an overview of all knobs and their current positions within their 
ranges. I'd have liked the option to show this display even when you are only using one knob, 
because when you are holding one knob you can no longer see what the other assignments 
are until you let go, or touch another knob.  
The Sound layer displays all the 
elements that make up a Kore Sound. 
Sound On Sound - July 2006           56 of 178 
The knobs are endless encoders as opposed to normal 
pots, so they don't have end stops. Parameters don't 
'jump' to the position of the knob when moved, they pick 
up smoothly from the current value. What's more, there is 
an ingenious option in the Assignment Properties screen 
(see screenshot on next page) that lets you set the 
sensitivity. For example, mapping the parameter across 
360 degrees sets the assignment so that one turn of the 
knob moves the parameter through its entire range. This 
relationship can be set between 30 and 3600 degrees, so 
a parameter can be set so that it takes 10 turns of the 
knob to move through the whole range, providing 
ridiculously fine tuning. The knobs are high-resolution (ie. not MIDI!), with 500 steps per 
revolution, which, combined with the sensitivity option, means it's not unusual to see the 
display showing values with six decimal places. Finally, using an approach that's similar to the 
assignment system in Reason's Combinator, you can specify the maximum and minimum 
values that an assigned knob will act between, and you can create reversed polarity 
assignments. You can also set multiple assignments for the same knob. Put all these ideas 
together and you could, for example, have a knob dramatically increasing cutoff frequency, 
while subtly reducing gain to compensate. Assigning a control and range is easy: click the 
assignment and range buttons, select a knob, then turn the target parameter through the 
desired range. In short, the knobs, and assignment flexibility, are better than anything I've 
seen before. 
Two main display modes are toggled between with the 
View button. One shows only the knob assignments with 
a miniature value display. The other shows all knob and 
button assignments, without the values. The buttons all 
have integral lights, which are unlit on unassigned 
buttons. Assigned buttons are lit brightly when the 
parameter they control is in the nominal On position, and 
are dim when Off. This is the kind of invaluable benefit of 
having bi-directional control between hardware and 
software, because when you switch pages you can 
instantly see the state of the parameters. Button 
assignments can be set to toggle a value at each press, 
or only act while they are held down. They can also be 
inverted. In another parallel with Reason's Combinator, 
buttons can be assigned to change a continuous 
parameter (knob, fader, and so on) between two values, but they can't be set to step through 
multiple values. As well as the main eight controller buttons, the Kore controller has transport 
buttons that are used to start and stop the internal clock in the Kore software. These can't be 
used for your sequencer.  
Real Life And The Kore Controller 
It's obviously great to have hands-on control, but all too often, hardware control systems end 
up being more frustrating than they're worth because it's too difficult to follow what is mapped 
to what, and you get lost when trying to move between different groups of target parameters. 
Often controllers that look great on paper are relegated to writing the odd automation pass, or 
for use with a single page of assignments in a live setup. Kore has some distinct advantages 
up its sleeve, however. The first is that it hosts all your plug-ins in a standardised environment 
that has the same layout on screen as the knobs and buttons on the controller. NI have also 
tried to make their factory assignments conform to a standard model. Every Kore Sound 
starts with two Easy Access pages at the Performance level with volume, cutoff, resonance, 
tuning, and so on, in the same locations. Each channel has the same Mixer page with levels 
and sends, followed by pages for any effects. At the individual component (Sound) level, each 
plug-in starts with a mixer page, then two Easy Access pages, then pages specific to that 
plug-in. Finally, having a display with all the assignments in front of you, while not unique, is 
only usually seen on devices costing three times as much or more.  
The Kore controller's rotary knobs are 
infinite encoders, which always reflect 
the position of the assigned parameter.   
Each channel within a Kore Sound can 
make use of any effects available on 
your machine, including Kore's own. 
Sound On Sound - July 2006           57 of 178 
However, even with Kore you can't get away from the fact 
that you have to learn how to change pages to address 
more than eight knob and button assignments. Clearly, a 
lot of thought has gone into trying to make this as 
painless as possible, and NI have done quite well here. 
The truth is, though, that you'll need to put in a fair bit of 
practice to get fluent with moving around. Crucially, you 
need to understand thoroughly how Kore works, and be 
familiar with the patches you are working with. I went 
through a painful learning curve with this (the manual is 
not brilliant, but makes sense if you try first, fail, then look 
at the manual). However, you do soon reach a 
breakthrough point. The frustration is put into perspective 
when you remember what it's like learning to get around 
in a new sequencer package, or learning the complexities of a powerful synth workstation. It 
does require some patience, and some determination to get away from the comfort zone of 
the mouse. 
Here's how the navigation system works: when you're running Kore stand-alone, you start off 
in Performance mode. The left and right arrow buttons move the controller between the 
channels in your performance, plus a User page section at the leftmost 'position'. The up and 
down arrows (or data wheel) move you between the pages for the current channel (or the 
User pages). Pressing the Sound button switches you to the Sound layer, with access to the 
separate devices that make up each Performance channel. The same principle now applies, 
with the left and right buttons moving between the user page area, and the channels in the 
Sound. Up and down, or the data wheel, again step between the various pages in each 
channel.   
Inside The Library 
The Kore Sound library, as installed, consists exclusively of patches made with Native Instruments 
instrument and effects plug-in, and Kore's built-in effects. When you first run Kore, it scans your system 
for all installed VST and AU plug-ins, which takes a few minutes. The Sounds browser then only 
displays patches that are made from plug-ins that you actually have on the system. Third-party plug-ins 
are also detected and listed in the Plug-ins browser, and can be used freely in Kore, but with no NI-
created patches. This is partly due to licensing issues, and partly because it would obviously be 
impractical for NI to create Kore Sounds for every possible combination of plug-ins on a user's system. 
This is not to say that third-party plug-ins won't be supported by the controller, though: they are, and you 
can load and edit the plug-ins' own presets. Also, the installed library is only a starting point. You can 
save your own patches as Kore Sounds, and add Attribute tags so that they will be found at a later time. 
No doubt users, and maybe some manufacturers, will publish Kore Sound versions of the preset 
libraries of most popular plug-ins. You will probably also see many layered and processed combo 
patches and Performances appearing for download on the Web. 
By clicking the Attributes button when viewing a Sound in 
Kore, you can see all the metadata that is stored with the 
patch, or will be stored if you save out as a Kore Sound (.ksd) 
file and add it to the library. The screen above shows the 
Velvet Pads patch's Attributes page. All the sound's 
characteristics have been selected, determining which 
searches will result in a 'hit' for this patch. Further information, 
such as the author, comments and which plug-ins are used in 
the patch, is listed to the right. Other useful data can be added 
by the user (such as a Rating which you can list search results 
by), and there is also data generated by Kore, like the number 
of times you've used the patch, and the Load Time and CPU 
overhead on your computer. 
If you have Komplete 3 installed, the Kore library contains over 
9000 Kore Sounds, of which about 7000 are instruments and 2000 are effects. These basically fall into 
two categories: basic, single-device patches that open up a factory preset for a Komplete plug-in, and 
more complex patches that take advantage of Kore's layering, routing and effects. The vast majority of 
patches are of the first kind, which make all the presets in the Komplete bundle accessible to the 
Attributes library, and add Easy Access controller assignment pages.  
At this point there are only 200 patches (plus 12 Performance examples) that really use the sound-
design features of Kore such as layers, splits, insert and send effects, groups and stacked controller   
The Assignment screen allows you to 
set the 'gearing' of the Kore controller's 
knobs compared to the parameters 
they affect. 
Sound On Sound - July 2006           58 of 178 
assignments. This is a bit disappointing, because there's so much more spectacular stuff that could be 
done with this huge armoury of plug-ins. However, it's early days, and I'm sure we'll see many more 
updates with more sounds. Up to the launch, Native Instruments have focused on getting the thousands 
of basic presets from the Komplete plug-ins running in Kore Sound, and most of these presets use 
effects within the plug-ins themselves, and sound good on their own. It could have been tempting to 
stick Kore effects or Reaktor effects on most patches, but this would be hugely wasteful in DSP 
resources. One thing that is true, though, is that until we see some Kore Sound libraries for third-party 
plug-ins, you'll be missing one of the best aspects of Kore if you aren't running it with NI plug-ins.  
Kore The Plug-In  
Unless you are lucky enough to be able to devote a separate computer to it, most studio-
based work will involve running Kore as a plug-in in one of the main audio and sequencer 
applications. During testing, I mainly ran Kore in Pro Tools as an RTAS plug-in, and in Live as 
an Audio Units plug-in. I also tested in Logic Express. One of the beauties of Kore is that it 
doesn't matter what host you run it in  all the same Kore Sounds work, and you can still 
load up other VST and Audio Units plug-ins. In Logic and Pro Tools this gives you access to 
plug-in formats you couldn't normally use. However, Kore can't load RTAS plug-ins due to 
Digidesign's licensing rules, so you can't host the plug-ins that come with Pro Tools, or 
Digidesign's RTAS instruments like Xpand! or Hybrid. Similarly, Logic's and Live's bundled 
plug-ins are unavailable to Kore. 
When running in a host, Kore only has one layer (the 
Sound layer) so the controller works slightly differently. 
Instead of toggling between the Sound and Performance 
layers, the controller's Sound button brings up a list of 
Kore instances in your mixer. Selecting an instance and 
pressing Enter switches the controller to address that 
instance. The lack of two layers certainly makes Kore 
easier to use in a host, but does slightly limit how easy it 
is to set up complex patches. This is because it's not 
currently possible to layer two Kore Sounds outside of a 
Performance (although this may change). If you load one 
sound from the Sounds browser, then try to load another, 
it replaces the first one. You can, however load additional 
instrument plug-ins into blank channels and layer these on top of the Kore Sound. You could 
also, of course, set up the same layering by using two tracks in the host application's mixer. 
Although the Kore Sound browser is one of the advantages of Kore, you don't have to use it. 
You can load plug-ins straight into Kore, and use them with the controller. The controller will 
map to automatable parameters on most plug-ins, and some third-party instruments have 
already had Easy Access pages added (like the Korg Legacy package). You can load a plug-
in's presets from the Kore channel, or you can open up the plug-in's own interface. One 
problem, however, is that while the plug-in is open, you are locked out from doing anything 
else, so can't leave plug-in windows open. Another problem, visible in the screenshot on the 
previous page, is that any plug-in hosted by Kore appears as 'Kore' in the host application's 
mixer. 
A further consideration when deciding to using Kore 
instead of just inserting the raw plug-ins is that there is 
some CPU overhead. Kore doesn't use much CPU 
power, but it adds up when you use several instances. I 
did some tests in Live and Pro Tools to see what the 
difference was. I set up a six-note chord MIDI sequence 
in Pro Tools, over a four-bar loop. I then inserted a Pro 53 
plug-in on several stereo instrument tracks, all playing the same patch, and kept adding 
tracks until I reached the point where Pro Tools couldn't play back reliably without CPU 
overload errors. With raw Pro 53s I got to 19 tracks (with a 512-sample buffer, which is about 
12ms output latency). With Kore running AU instances of the same Pro 53 patch I could run 
14 instances. Pro Tools managed 15 Kore plug-ins when running VST versions of Pro 53.   
One of the joys of Kore is that whatever 
host you run it in, all your VST and 
Audio Units plug-ins are available.  
The Kore controller is a USB2 device, 
and offers audio and MIDI I/O as well 
as its control functions. 
Sound On Sound - July 2006           59 of 178 
I then tried running multiple instances of a complex Guitar Rig 2 effect, with a drum loop 
bussed through each instance. Pro Tools managed 12 RTAS instances on its own, while 
running within Kores it overloaded at seven. For comparison, I ran the Pro 53 test in Ableton 
Live, with the same buffer settings and MIDI sequence, and running with the Core Audio 
driver via the Digidesign M Box. I got to 14 instances before slight popping crept in. Running 
via Kore, the Pro 53s started crackling at eight instances. The conclusion is that Kore does 
have a noticable impact on you CPU load, and on larger projects you'll probably want to ration 
your use of it for tracks where you want to use the controller or the browser. Native have said 
that there is still room for optimisation of Kore, with future updates promising performance 
increases.  
Conclusions 
Kore is a difficult product to sum up succinctly, because it does so many different things and 
covers a lot of new ground. There's really nothing to compare it to! There are a number of 
areas where Kore could make a considerable difference. I can see film or TV composers 
knocking out hours of music simply by loading up a few complex patches based on sonic 
descriptions. If you're a fan of Native Instruments' heavyweights like Reaktor or Kontakt but 
can't get to grips with using them, this is the front end you need. If you want to play live, or 
you're frustrated by the hands-on control of instruments offered by most MIDI controllers, 
you're unlikely to find a better option. Above all, the simple idea of Kore Sounds, and 
browsing for sounds instead of instruments, makes you approach music-making differently. It 
reveals whole areas of your sonic arsenal that you didn't even know were there. For example, 
Kompakt gets to stand up as a great tool when it's usually overshadowed in the Komplete 
bundle, and Reaktor becomes a much more versatile instrument. It's this creative angle that 
really gets you into Kore, and keeps you going through the learning process. Native 
Instruments have realised that what the world doesn't need is another new soft synth, but a 
way to make them behave more like musical instruments. Their solution, Kore, is a strong 
step in the right direction, and could well be a landmark. I hope it will continue to develop as it 
gets used and abused in various environments. It's certainly renewed my enthusiam for 
making computer-based music by putting me back more into the role of musician, and less 
that of a sound engineer or programmer. After spending some time with Kore, I'm developing 
that familiar feeling that came with iPods and mobile phones. The feeling you get from a 
product that you didn't really know you needed, but can't imagine how you got on without 
it.   
Published in SOS July 2006 
Sound On Sound - July 2006           60 of 178 
NHT Pro M60 & XDA 
Click & Buy PDF 
Monitors & Digital Amplifier System 
Published in SOS July 2006 
Reviews : Monitors   
This new pair of high-resolution active monitors features 
sophisticated Class-D amplification and DSP processing options. 
Hugh Robjohns 
The Californian company NHT's latest offering is a two-
way active nearfield monitoring system comprising a pair 
of passive speakers which are connected via a four-way, 
4mm banana-socket connection panel to a separate unit 
containing four 150W Class-D amplifiers. The crossover 
functions are performed by an integral DSP system, 
which has the potential to be upgraded and modified via 
the built-in USB 2 interface. 
NHT have used an OEM digital crossover design from 
DEQX in Australia. This technology is designed to integrate loudspeaker drive units in order 
to optimise their acoustic performance and minimise their mechanical deficiencies. As well as 
simple frequency-response correction, this system is also claimed to optimise the system's 
time-domain response  and all with a latency of under 10ms. Distortion is specified as 
below 0.5 percent across the entire 55Hz-to-20kHz bandwidth at 90dBSPL, and less than 0.3 
percent above 100Hz. The on-axis frequency response is apparently flat within 0.5dB over 
the full range.  
Innovative Cabinet Design 
The pictures of the speaker cabinets might look like someone has been playing with the skew 
transformation facilities in Photoshop, but they haven't  the speakers really do look like that! 
No two surfaces are parallel and everything is just madly wonky, with an egg-shape top tailing 
off into a narrow foot, and the rear panel sloping out towards the bottom. NHT's literature 
explains that the widened baffle around the tweeter is intended to promote an even power 
response, and keeping the box narrow at the base reduces mid-range reflections. The edges 
of the baffle are well radiused to avoid secondary radiation, and this is an unported cabinet. 
The cabinet is machined from MDF panels of different thicknesses, and the absence of 
parallel surfaces helps to minimise the formation of internal standing waves, of course. The 
maximum cabinet dimensions are 15 x 13 x 10 inches, and each speaker weighs 17.5lbs. The 
drive units comprise a 6.5-inch woofer with a magnesium cone and a 'super linear motor', and 
a one-inch aluminium-dome tweeter with ferrofluid cooling and a textile surround. Both units 
are magnetically shielded. The connections are all standard 4mm sockets, colour and letter 
coded (A-D), and the supplied four-way cables are fitted with a colour- and letter-coded four-
way banana plug that simply slots straight in.  
Class-D Amplification 
The DSP processor/amp is surprisingly compact, but that's the beauty of Class-D amplifiers. 
Even the internal Audiomatch P500CE power supply is a switching type, so there are no 
heavy transformers and bulky smoothing capacitors to worry about, and it will accommodate 
mains supplies from 90-260V without any modifications. In addition to the eight speaker-
output terminals, the processor also provides line-level outputs for up to two optional NHT 
S80 subwoofers, and the appropriate filtering characteristics can be recalled to the processor. 
In fact, the unit incorporates four different user-selectable crossover filter sets, and others 
may become available for uploading via the USB interface.  
Photos: Mark Ewing 
Sound On Sound - July 2006           61 of 178 
The processor/amp unit is equipped with both unbalanced 
phono and balanced XLR inputs for each channel, and 
they are wired in parallel. No input-sensitivity figures are 
provided, but I didn't have any problems hooking the unit 
up to either balanced console monitor outputs (nominal 
+4dBu) or unbalanced consumer preamp outputs. 
Needless to say, the analogue inputs are converted to 
digital, processed in the DSP crossover, and converted 
back to analogue for the amplifiers and outputs. The 
specifications give no information concerning the 
converters, but it would seem reasonable to assume a 
base sample rate is employed. A pair of XLR outputs 
(with associated unbalanced phono sockets) are provided 
to drive active (powered) subwoofers, and a slide switch above the XLRs determines whether 
the output is feeding one or two units. 
The mains power switch is built into the IEC mains inlet, and there is a remote powering 
control facility with a group of four terminals. Two accept a standard external 12V DC trigger 
signal input, while the other two provide a trigger output for other equipment. An adjacent 
slide switch sets the trigger mode to be permanently on (On), to power up when an external 
12V DC signal is present on the interface (Ext), or to power up when the input audio signal 
exceeds a very low threshold (Audio). This facility certainly makes it easier to operate a multi-
channel surround-sound system. 
There are also some other rear-panel facilities not mentioned in the handbook. A coaxial 
socket next to the Trigger input is labelled Accessory Power. I presume this to be a DC power 
outlet for some sort of future optional add-on unit. A single XLR input labelled Mic is 
presumable for a test alignment mic so that in-room correction can be carried out by the DSP 
processing. Finally, there is the B-type USB 2 socket which is mentioned in the context of 
enabling future firmware upgrades. However, I imagine it may also in the future offer remote 
control and real-time system alignment from a computer too, although the handbook makes 
no mention of this.  
Alternatives 
The M60 is an unusual design in many ways, making it difficult to find an alternative model that stands 
up for direct comparison. At roughly the same budgetary level are a lot of far more traditional but 
extremely capable designs. Favourite amongst those for me would be the ATC SCM20A Pro, or the 
PMC TB2A  both excellent two-way self-powered designs. However, the DSP crossover approach is 
increasingly common these days, with such contenders as the Dynaudio Air Series, as well as offerings 
from Genelec and Tannoy.  
Operation 
The front panel is very Star Trek: The Next Generation, with hidden-until-illuminated 
indicators on a dark glass panel. A single button for each channel cycles through the various 
filter sets, with simple illuminated graphics representing the mode. When set up for studio 
work, the four filter options are a gentle roll-off below 70Hz (indicated by the fully shaded 
ellipse); a steep roll-off below 45Hz (half-filled ellipse); a steep cutoff below 45Hz combined 
with a 1dB dip between 2kHz and 6kHz (quarter-filled ellipse); and a steep cutoff below 45Hz 
combined with a 1dB shelf above 2kHz (square box). 
Once set, the filter-selection options are automatically 
disabled, and the front-panel lights are extinguished after 
a short time period. To regain access, both channels' 
selector buttons have to be pressed and held, after which 
the indicators illuminate and filter changes are allowed. 
Three further hidden-until-lit icons indicate when the unit is in standby mode, when the unit is 
operational, and when there is a fault condition.  
Four status indicators on the front of 
the amplifier show the settings of the 
internal DSP filter bank.  
Sound On Sound - July 2006           62 of 178  
Listening Tests 
I experimented with a variety of speaker positionings and DEQX settings. In the end I 
favoured a freefield placement, well away from walls, and the second filter setting, which 
allowed the monitors to run flat down to 45Hz. I played with the two additional filter settings 
with mid-range and treble tweaks, but preferred the flat version overall. However, I have to 
say that I found the general balance a little forward and shouty compared with my PMC 
references. While this voicing certainly has the benefit of making it slightly easier to 'see' into 
mixes, I found it also a little wearing over extended 
listening. 
The bottom end is well defined, clear, and tuneful. As this 
is a sealed-cabinet design, the bass extends lower than 
the cabinet size might suggest, and it is free of the port 
resonances that afflict so many monitors. With such small 
bass drivers, it is not surprising that the M60s don't move 
huge amounts of air, and when cranked up they can feel 
a little lightweight, although the deep notes are actually 
there. Fortunately, this problem can be addressed easily 
enough with a decent subwoofer. 
Imaging seemed a little disappointing to me. The 
speakers proved able to produce impressively wide and 
stable images that often stretched beyond the physical 
spacing of the cabinets, but depth cues weren't portrayed 
as well as they are by some other monitors. There was 
some sense of depth, but it was not as deep and lifelike as I am used to. I suspect this is 
related to the ruler-flat frequency response of each speaker  gentle response tailoring in the 
mid-band affects this psychoacoustic aspect dramatically. 
Overall, the M60XD is an impressive system. The amplification is competent and capable, the 
digital crossover is well designed and optimised to the drive units, and the overall 
presentation is to a very high standard indeed. These monitors are detailed and revealing, 
and are well suited to mastering and critical mixing applications. The voicing may not be to 
everyone's taste, but the future release of system alignment software will enable users to 
measure the system's in-room response and optimise the voicing as they see fit. I still can't 
quite come to terms with the shape of the cabinets, though...   
Published in SOS July 2006  
25-foot cables are supplied to connect 
each speaker to the amplifier, and they 
are terminated in a special four-pin 
banana plug to make setting up easy. 
Sound On Sound - July 2006           63 of 178 
Pearl ELM-C 
Click & Buy PDF 
Condenser Microphone 
Published in SOS July 2006 
Reviews : Microphone   
This innovative Swedish mic's long rectangular capsule 
balances the practical advantages of small- and large-
diaphragm condenser designs... but sounds more like a ribbon 
mic! 
Hugh Robjohns 
Pearl Mikrofonlaboratorium started in 1941, originally producing crystal 
and dynamic microphones. However, the Swedish company's intriguing 
rectangular condenser capsule design was introduced at the end of the 
1950s and has enjoyed continuous development ever since. 
The Pros & Cons Of A Rectangular Capsule 
The traditional circular capsule membrane is easy to produce 
consistently, but its dimensional symmetry means that there is a single, 
very prominent resonance which has to be tamed using various 
engineering techniques. This often impacts on the frequency response 
and sound quality  particularly in the time-domain response. Pearl's 
rectangular capsule has different dimensions in each axis, which 
results in multiple resonances of reduced strength, which are therefore 
easier to control. Pearl claim that this produces a capsule with a more accurate and uniform 
frequency response, and that the improved time-domain response makes the mic sound more 
natural. The company's new ELM-C mic, under review here, retains the rectangular capsule 
concept, but this is an all-new cardioid capsule design with an enormous 7:1 length-to-width 
ratio. 
The rectangular diaphragm also manages to combine the best aspects of both large- and 
small-diaphragm round capsules at the same time. For a start, the diaphragm's surface area 
equates to that of a circular diaphragm of about 30mm  roughly the same as in a typical 
large-diaphragm condenser mic. This large surface area translates into high sensitivity and an 
improved signal-to-noise ratio. The ELM-C produces an output of 22mV/Pa with a self-noise 
figure of 9dBA. To put that in context, the Neumann TLM103 and Microtech Gefell M930 
share the top of the league tables with self-noise figures of 7dBA. 
However, because the rectangular diaphragm is relatively narrow, the accuracy of the 
horizontal polar response is significantly more consistent with frequency than that of a large 
circular diaphragm  just like a small-diaphragm round capsule. Of course, the very long 
aspect of the rectangular capsule means that the vertical directivity is inherently pretty narrow 
at high frequencies, but that can be used to advantage when positioning the mic to minimise 
the pickup of floor and ceiling reflections, or when avoiding spill from unwanted sources. Of 
course, you also have to take a more thoughtful approach to placing the mic, because small 
changes of vertical angle can have dramatic effects on the captured sound.  
Hardware Overview 
The Pearl ELM-C is an unusual looking mic. It's body is rather long at 192mm, with a base 
section of 28mm diameter, increasing to 32mm for the grille. It weighs a modest 305g and is 
only available with a matt 'black chromium' finish. The grille is sufficiently transparent to reveal 
the spectacular side-address capsule in all its glory  to the uninitiated it may appear to be a 
ribbon mic rather than a condenser mic! One rather handy feature is that a small red LED is 
tucked at the base of the rearward side of the capsule, confirming at a glance that the mic is 
receiving phantom power. The mic's phantom power current demands are moderate at 
2.7mA, and the specifications suggest the maximum SPL figure is 126dB for 0.5 percent  
Sound On Sound - July 2006           64 of 178 
distortion. The mic has no built-in high-pass filter options or pads, but doesn't seem to need 
them either. 
The mic is shipped in a tough, foam-lined aluminium case, with an individual serial-numbered 
quality-control chart. Unfortunately, the plot spans a rather unhelpful 100dB dynamic range, 
but the trace still suggests the frequency response to be flat within about 2dB from 40Hz to 
around 12kHz, with a smooth and gentle roll-off above that, reaching roughly -5dB at 20kHz. 
The review model was supplied with two optional shockmounts. The Type 1927 looks like a 
child's toy tractor tyre trapped in a ring with a standmount adaptor on it! The alternative Type 
1928 is a variation on the more traditional 'cat's cradle' idea, but with typically Swedish styling, 
using a square central frame instead of a round one. The stand adaptor is mounted in one 
corner, and upper and lower rubber loops stretch from each corner to support an inner tube 
structure that holds the mic. The upper collar of the tube has a thumb screw to hold the mic 
securely in place, and the whole thing works well.  
Studio Tests 
The first thing that strikes you when positioning the ELM-C is just how big the capsule is, and 
that automatically forces you to think carefully about how to orientate the mic and where to 
point it. Since the vertical polar pattern is so narrow at the high end, small changes of angle 
can alter the sound quality and level of off-axis sounds enormously  the vertical pickup 
angle is remarkably narrow and well defined. However, rotations have comparably little effect, 
because the horizontal polar pattern is very consistent, with a pretty broad frontal pickup area 
and a healthy lack of off-axis coloration. 
As an example, if you place the mic vertically in front of a vocalist, tipping the mic up or down 
slightly really changes the character of the voice, as the chest, head, lips, and nose come 
more on or off axis. A large-diaphragm condenser mic behaves in a similar way, of course, as 
you tilt it back or forward, but the effect is extremely mild compared to the reaction you get 
with this Pearl mic. Mounting the mic horizontally instead produces a far more uniform or 
consistent vocal sound, but high-frequency reflections from side walls, or spill from other 
instruments in the studio are usefully attenuated. The extremely open single-layer wire-mesh 
grille means that the ELM-C is rather prone to popping, so a decent pop-shield is absolutely 
essential with this mic. 
The marked difference in vertical and horizontal polar responses caught me out on a couple 
of occasions. The classic example was in miking a clarinet (although I'd expect the same 
problem with a sax too)  the sound was just badly balanced and a poor representation of 
the fullness of the actual instrument. What I had done, without thinking, was to place the mic 
vertically in front of the clarinet where I would normally position a mic to 'see' the whole 
instrument. Of course, the vertical polar pattern is so narrow that it was actually only seeing 
the mid-portion of the neck  hence the naff sound! Re-mounting the mic sideways (which 
looked rather odd and unnatural somehow) produced the much more balanced sound that I 
had been expecting in the first place.  
Alternatives 
The ELM-C is an expensive mic in anyone's terms, and there is some extremely strong competition at 
this price range. However, none of these mics have the unusual but potentially very useful quality of 
different polar patterns in the vertical and horizontal planes. Broadly comparable (on price) microphones 
from my own collection would be my favourite Sennheiser MKH40 small-diaphragm cardioid 
microphone, or (pushing the budget slightly) the Neumann TLM127 large-diaphragm mic. Alternatively, 
the AKG C414B XLS is a highly regarded and competent mic, and with the advantage of five switchable 
polar patterns.  
Sound On Sound - July 2006           65 of 178  
Verdict 
Once you have mastered positioning this mic, its sound quality is impressive. There is 
something of a ribbon mic's smoothness and naturalness about the sound  it doesn't have 
the slightly dull top or emphasised mid-range that is characteristic of many large-diaphragm 
mics. In fact the ELM-C seems slightly brighter than a typical large-diaphragm mic, even 
though the diaphragm surface area is roughly the same, and the top end seems a little more 
detailed, yet the sound is also smoother and less 'hyped' or artificial. In many ways it sits 
tonally in the space between large- and small-diaphragm condenser mics. Not quite as bright, 
crisp, and clinical as a typical small diaphragm, yet brighter and smoother than a typical large 
diaphragm while retaining much of the same sense of scale. 
After using the mic for a few days I realised I was thinking about the mic as a kind of high-
output ribbon mic with a cardioid pattern. The ELM-C seemed to excel with the same kinds of 
sources that ribbons always shine on  percussion, brass, voices, and especially pianos all 
sounded superb. I didn't get a chance to try a string section during the review period, but I 
would expect the mic to perform extremely well if presented with this challenge. 
The ELM-C is not the easiest mic to position, or the most forgiving if placed poorly. Its tech 
specs, while respectable, aren't the most spectacular either, yet I would gladly add a couple 
of ELM-Cs to my mic box given the opportunity and budget. The mic's unique directional 
characteristics allow a far greater level of control and selectivity than almost anything else  
approaching the source discrimination of a figure-of-eight mic in the vertical plane, while 
retaining the broad smooth pickup of a cardioid horizontally. The only other mic I have used 
with a similar disparity in directivity between the two dimensions was the huge multi-capsule 
Microtech Gefell M970, and that proved very useful in a wide range of applications from 
miking choirs and orchestras to covering speeches from lecterns. The only thing that counted 
against the M970 was its enormous size, and the Pearl ELM-C is much more manageable in 
that regard. The ability to reject unwanted sources or acoustic anomalies in one plane, while 
capturing wanted sounds in the other is remarkably useful and even addictive! 
This mic is relatively expensive in the UK, and that puts it in direct competition with some far 
more familiar and respected high-end large-diaphragm condenser mics. However, the ELM-C 
offers some intriguing and surprisingly useful features that are unmatched by its more 
traditional rivals, while matching the sonic quality expected at this price level, and that's what 
makes it important to audition this mic. Impressive.   
Published in SOS July 2006 
Sound On Sound - July 2006           66 of 178 
Presonus Inspire 1394 
Click & Buy PDF 
Preamp & Firewire Interface [Mac OS X/Win XP] 
Published in SOS July 2006 
Reviews : Computer Recording System   
With their latest Firewire interface, Presonus promise high 
audio quality at an affordable price, thanks to the use of 
software controls instead of physical knobs. 
Paul White 
The Presonus Inspire 1394 is a compact Firewire 
recording interface that works at up to 24-bit/96kHz and 
provides four simultaneous inputs with a stereo output. 
Two of those inputs are balanced mic preamps with 
switchable phantom power and peak limiting, while the 
other two are on RCA phonos that can be switched from 
line level to RIAA phono for direct connection of a record 
deck. The Inspire 1394 works under Mac OS X or 
Windows XP, and as current versions of those operating 
systems support multiple audio interfaces, you can use 
up to four Inspire 1394s at the same time to provide more 
I/O where needed. Perhaps the most unusual thing about the Inspire 1394, though, is that 
while it has all the usual connections, it has no visible controls. That's become Presonus have 
managed to add more features while keeping the hardware manufacturing costs down by 
moving all the necessary controls to a software control panel. One distinct advantage of this 
approach is that the control setup can be saved so that when you return to a project, you can 
be sure all the settings are exactly as they were first time around. The Inspire 1394 can be 
powered from an external adaptor or parasitically from a six-pin Firewire socket, and works 
with all the common recording software.  
Cosmetically, the burger-box-sized Inspire 1394 exudes desirability with its chunky but clean 
lines. The front of the unit houses the mic inputs plus two high-impedance instrument jacks for 
the direct connection of guitars or basses; the microphone and instrument preamplifiers draw 
on Presonus's analogue design expertise and are claimed to offer low noise and low 
distortion. Other than an LED that shows you the unit is alive and has digital sync, that's it for 
the front panel! Around the back are unbalanced RCA phonos for inputs 3/4 and for the stereo 
output, but there's also a stereo mini-jack (3.5mm) output and a further 3.5mm headphone 
socket. Other than that, there are just two six-pin Firewire sockets and a power input, so you 
can plug in the supplied adaptor if your computer only has a four-pin Firewire socket and thus 
doesn't provide power.  
As I mentioned, the Inspire's uncluttered appearance has 
been made possible by putting all the necessary knobs 
and switches into a software control panel. Like most 
interface control panels, this allows you to set up the 
sample rate and buffer size (helpfully shown on the 
Windows version in terms of milliseconds of latency  on 
the Mac you set this up in the usual Core Audio way), but 
you can also set the input gain, switch the phantom 
power and limiter on and off, engage a 10dB preamp 
boost, and adjust headphone volume and main output level. There is also zero-latency input 
monitoring, with adjustable balance of the input source against the DAW output. All settings 
can be saved for reloading at a later date. This is, on the whole, a really good idea, but I still 
feel more comfortable with a physical analogue master level control when using active 
monitors, so that I can turn them down in a hurry if anything goes wrong or if the software 
crashes in a mode that feeds peak-to-peak white noise to the output! To be fair, modern 
operating systems are pretty robust in this respect but nevertheless... 
Given the very attractive price of this unit, the bundled software that comes with it seems all 
the more enticing. The inclusion of Steinberg's Cubase LE is no surprise, and provides a   
The Inspire can be used to connect a 
turntable to your computer, thanks to its 
RIAA phono inputs. 
Sound On Sound - July 2006           67 of 178 
perfectly competent sequencing platform for Mac and PC, while there's also Sony's PC-only 
Acid XMC for those who are more into loops. You also get Minnetonka's Discwelder Bronze 
for CD and DVD authoring, some Discrete Drums recordings of live acoustic drum parts for 
use in your own songs and 25 effects plug-ins. On top of this there's also around 3GB of drum 
loops and other samples on the included DVD. You really could just add a mic and a pair of 
headphones and start recording an album  though a MIDI keyboard would also be a distinct 
advantage.  
Hardware And OS Requirements 
Windows 
PC with Firewire port, 900MHz Pentium or Athlon CPU (1.5GHz recommended), 256MB RAM (512MB 
recommended), Windows XP. 
Mac OS X 
Mac with 800MHz G4 (dual 1GHz recommended), 256MB RAM (512MB recommended), Mac OS 10.3.7 
or later (10.4.2 or later recommended).  
Inspiration Or Perspiration? 
I tested the Inspire on my Mac system running OS 10.4.3, 
where the unit was recognised by Core Audio without 
fuss. The control-panel software installed first time, after 
which I was in business. In most respects, the Inspire 
worked flawlessly and intuitively, but there was a problem 
with my particular Mac G5  albeit one which has also 
tripped up a few other interfaces and at least one USB 
microphone. This manifests itself as a low-level digital 
whine, which can be heard over the monitors but isn't 
recorded to your sequencer. Isolating the Inspire's output 
using a stereo DI box with ground lift immediately solved 
the problem, so it seems to be due to a ground loop 
between the Firewire cable and the audio ground, caused 
by the way the G5 is wired internally. My MOTU 828 MkII 
interface works well enough in the same setup, but it is 
common knowledge that some G5s cause monitoring noise issues with some audio 
interfaces, whether Firewire or USB. Often the problem can be solved by switching off 
Processor Idling, for which you need to download the CHUD utility from the Apple web site. 
CHUD is part of a free Developer Tools download, but unless you're unlucky enough to have 
one of these awkward G5s, you shouldn't need it. 
Having the controls on screen is in many ways more friendly than having them on the box, as 
you can put your interface wherever it is convenient to do so, and don't need to adjust 
anything. What's more, the settings are remembered by the software control panel so you can 
call them up later. The mic preamps are gratifyingly clean, and though not esoteric, they 
perform as well as the preamps on a decent mid-price mixer and gave me no cause for 
concern. I liked the software-controlled internal mixer for zero-latency source monitoring, 
which again is very easy to use, while the free software and samples provide a thick layer of 
icing on the cake! The Discrete Drums samples are particularly useful if you need the sound 
of real drums, as they are multitrack versions of real performances in various styles, and very 
good they sound too. 
Specifications 
Up to 24-bit, 96kHz recording. 
Driver formats supported: Core Audio (Mac), WDM and ASIO 2.0 (PC). 
Dual microphone/instrument inputs. 
Dual line-level (-10dB) inputs via stereo RCA phonos, with optional RIAA turntable setting. 
Stereo line-level outputs on RCA phonos or 3.5mm stereo TRS jack. 
Stereo headphone output on stereo 3.5mm TRS jack. 
Two IEEE 1394 (Firewire 400) ports. 
Auxiliary power input jack. 
THD+Noise: <0.008 percent. 
Signal-to-noise: >95dB.  
Almost all of the Inspire's features and 
options are set up via the software 
control panel. 
Sound On Sound - July 2006           68 of 178  
Thumbs Up 
With the exception of the background monitoring noise problem that my Mac G5 seems so 
keen on bestowing on selected hardware, the Inspire worked perfectly, installed easily and 
sounded very clean indeed. The software control panel is a great idea and it really works, 
while the bundled software is very welcome, even if not quite all of it works on both the Mac 
and PC platforms. It's also good to know that you can use multiple units to get more I/O if 
necessary, though if you know in advance that you're likely to need more I/O, there may be 
better solutions available to you than stacking up four Inspires. 
Over the past few years I've come to really respect Presonus gear and the very affordable 
Inspire lives up to the design standards they've set with their more expensive products. The 
interface market is pretty keen at the moment so I won't say that this is the only contender for 
your money, but if you need a compact four-in, two-out solution with a pair of decent mic 
preamps built in, the Inspire has to be on your shortlist.    
Alternatives 
The market for small recording interfaces is a crowded one, especially if you consider USB as well as 
Firewire devices. Among the many devices on offer, M-Audio's Firewire Solo is a four-in/four-out 
interface with one mic preamp and one high-impedance instrument jack; it also boasts balanced, full-
sized jack outputs and S/PDIF I/O, but lacks the Inspire's soft limiting and RIAA turntable input. The 
same company's Fast Track Pro delivers up to four-in/four-out functionality via USB, with two mic 
preamps that double as instrument inputs, S/PDIF and MIDI I/O and balanced outputs, but again, no 
limiting or RIAA input. Edirol's UA25 is a USB interface with two mic preamps which, like the Inspire's, 
have phantom power and built-in soft limiting; it also has MIDI and S/PDIF digital I/O and full-sized 
output jacks, but no turntable input, and is only a two-in/two-out device. Finally, Terratec's Phase 
X24FW is a little more expensive, but offers two-in/four-out recording via Firewire with two phantom-
powered mic/instrument preamps, analogue insert points, S/PDIF and MIDI I/O and support for 192kHz, 
although again there's no limiter or RIAA input. One feature of the Presonus Inspire that appears to be 
unique in this bracket is the ability to use up to four of them simultaneously.  
Published in SOS July 2006 
Sound On Sound - July 2006           69 of 178 
Sony Acid Pro 6 
Click & Buy PDF 
Audio & MIDI Loop Sequencer [Windows] 
Published in SOS July 2006 
Reviews : Software   
The original loop-sequencing package has grown into a fully 
fledged audio and MIDI recording program. 
John Walden 
Some may find it hard to believe that the original loop-
based music production package, Acid, has now been 
with us for nearly a decade. Having survived  and 
indeed prospered  since Sonic Foundry were taken 
over by Sony's Media Software division, Acid Pro has 
now reached version 6. When I reviewed version 5 back 
in the April 2005 issue of SOS 
(www.soundonsound.com/sos/ 
apr05/articles/sonyacidpro5.htm) three new features 
really stood out: Groove Mapping, the Media Manager 
and Rewire client support. The latter in particular was a 
real leap forward, making Acid much easier to integrate 
with most MIDI + Audio sequencers. That said, despite better tools for audio and MIDI 
recording, Acid 5 was still very much a tool for building musical arrangements out of audio 
loops, so the Rewire support was pretty much essential if more than just the occasional audio 
or MIDI recording was required within a project. 
Of course, version 6 retains all the functionality of previous releases, including an interface 
that is extremely easy to use, a Video window for working to picture, and automatic, real-time 
pitch-shifting and tempo-matching of audio loops that is simply as good as it gets. However, 
Sony have clearly been busy listening to the Acid user base, because the obvious highlights 
of the new version are the significant improvements to the audio/MIDI recording and editing 
capabilities. Among a large number of other improvements and additions, Acid Pro now also 
supports multiple media files on a single track  something that many users have been 
requesting for a long while. And to top off the new features, Sony obviously have a good 
working relationship with Native Instruments, as Acid Pro 6 is supplied with a custom version 
of NI's Kompakt VST Instrument that includes a 2GB sample library.  
Keeping You In The Loop 
Given that the previous SOS reviews of Acid are all available on-line, there is little point in 
spending too much time here on the long-established features of the software. Acid's key 
function has always been the real-time pitch-shifting and time-stretching of audio loops. 
These can be manipulated together or independently  making it easy, for example, to alter 
the tempo of pre-recorded drum loops to match a project, or to pitch-shift a bass loop to fit the 
project key. Loops can be stored in an 'Acidised' format which contains information about the 
original recording tempo, length (in beats) and root-note pitch, and many commercial loop 
libraries are supplied ready-Acidised. Like Ableton Live and NI's Intakt in its Time Machine 
mode, Acid uses granular resynthesis for time-stretching. The results are generally excellent, 
although as with any pitch-shifting or tempo-stretching, the process only works within certain 
limits before audio artifacts appear.  
The other key component of the Acid experience has always been the user interface. This 
makes the mixing and matching of loops so simple that, with the right combination of loops, 
even non-musicians can use it to create very impressive results. The ability to preview 
Acidised loops in real time means that auditioning a new loop simply involves clicking on a file 
as you browse your loop collection in the Explorer window  you will automatically hear it 
with its tempo and pitch mapped to those of the project.   
Sound On Sound - July 2006           70 of 178  
System Requirements  
Minimum 1GHz processor with 256MB of RAM: 1.2GHz and 1GB recommended. 
150MB hard disk space for program installation, 600MB for optional loops, 2.2GB for installation of Native 
Instruments Kompakt Sony Acid Pro Edition. 
DVD-ROM drive. 
Direct X 9.0c or later, Windows 2000 or XP.  
Keeping Track Of Your Loops 
Given that it is difficult to imagine how Sony (or the competition for that matter) could improve 
dramatically upon the quality of the pitch and time-manipulation tools already available, what 
have they be doing that moves Acid Pro 6 forward? As outlined above, the most significant 
improvements concern the recording and editing of audio and MIDI, but there are also some 
significant changes to the user interface, and it probably makes more sense to start with 
these. 
Despite my complimentary comments about how easy 
Acid is to use, one criticism of the user interface in earlier 
versions, compared with some competing products, is 
that each audio loop used within a project required its 
own track within the Track List. While this did keep things 
conceptually simple, and despite the very welcome 
addition of nestable Folder tracks in version 5, navigation 
around projects that used large numbers of loops (and 
therefore tracks) could feel a little clumsy at times.  
Thankfully, Acid Pro 6 now allows any number of different loops to be placed upon a single 
audio track. As in any other mainstream audio application, track-level processing such as 
effects plug-ins is then applied to all the audio clips positioned on that track. To the user, this 
is a seemingly simple change  although I'm sure it has involved some considerable 
programming work within the audio engine  but for Acid regulars, it will take some getting 
used to. Double-clicking a loop within the Explorer window still creates a new audio track 
within the Track List, ready for that loop to be placed upon, but loops can also be dragged 
from the Explorer on to existing tracks and positioned alongside other clips. If clips are 
positioned to overlap, automatic crossfades are created. 
This change brings some obvious benefits. First, it is 
easier to keep track counts to a manageable size, making 
project navigation easier. Second, if similar loop types are 
placed upon a single track (for example, various drum 
loops or various bass loops), only a single instance of any 
VST effect is required to process them. This could have 
been achieved via a buss in previous versions, but the 
new arrangement is both more flexible and easier to configure. 
Another addition that, on the surface, does not appear to be very dramatic is the introduction 
of Project Sections. In practice, however, this is a significant new feature. With a loop region 
defined on the Timeline, the Insert / Section menu option (or Shift+S keyboard shortcut) will 
turn that loop region into a Project Section. These Sections are identified by coloured bars 
above the Timeline, and users can enter a name for each Section. While this obviously makes 
navigation through an arrangement easier, the real power is in the ability to move, copy or 
delete Sections. When a section is moved or copied, all its contents  clips, markers and 
envelopes included  are moved also. If a clip crosses a Section boundary, it is split at the 
boundary. If a Section is copied and placed between two existing Sections, then space is 
automatically made and later Sections are moved further along the Timeline. As simple as the 
concept seems, it dramatically improves the efficiency with which song structures can be 
reorganised. It is the kind of feature that you cannot imagine living without, once you've used 
it.  
Acid now supports multiple files on a 
single track.  
Project Sections help both with 
navigation and rapid edits to 
arrangements. 
Sound On Sound - July 2006           71 of 178  
Alternatives 
The most obvious alternative to Acid is probably Ableton Live, which has the advantage of being cross-
platform, with a stylish graphical interface, and has equivalents of most Acid features. However, Live 
doesn't include any equivalent of Kompakt For Acid Pro, and some of its features are implemented 
rather differently. Other alternatives include Cakewalk's Project 5 and Image Line's FL Studio.   
Red Light On 
The undoubted highlights of the new features in version 6 are the improvements made in 
recording audio and MIDI. This was possible in earlier releases, but Acid Pro would not have 
been most people's first choice for this kind of work. In my own studio, I've combined Cubase 
SX for audio and MIDI work with Acid for loops for some time, and this was made a lot easier 
when Rewire client support was added in Acid Pro 5. However, Acid Pro 6 represents a big 
step forward, to the extent that it is now not just a tool for loops  it can also be seen as a 
MIDI + Audio sequencer. 
Hardware permitting, Acid now supports multitrack 
recording of both audio and MIDI. Multiple tracks can be 
created and armed for recording as required, whereupon 
clicking on the Record Device Selector button produces a 
drop-down menu that allows the default hardware input to 
be changed for each audio track. Input level metering is 
now integrated into the audio track, and features such as the dB range and peak hold display 
can be adjusted to taste, making the setting of input levels easy. If you want, you can monitor 
the signal being recorded through any plug-ins that have been applied to the track. The dry 
signal is recorded, but the ability to hear the effects is great for vocalists that require reverb in 
their headphone mix, or if effects are an integral part of the performance. Providing the audio 
hardware and drivers support low latency settings, this works very well indeed, and is quickly 
configured from the Record Device Selector drop-down 
menu.  
Cycle recording is now also possible. If a loop region is 
defined and recording is activated, individual audio or 
MIDI clips are created for each pass through the loop 
region. When recording is complete, right-clicking on the 
topmost clip brings up a drop-down menu from which, 
amongst other things, other clips can be bought to the 
front to be auditioned. As with the mainstream MIDI + 
Audio sequencers, this sort of functionality is great for 
cycling through a song section until the perfect take has 
been captured. It is also fairly straightforward to use 
multiple clips to compile a perfect take from the best bits of each pass. For example, if cycle 
recording has been used to capture multiple takes of a lead vocal, the Split function can first 
be used to divide the clips between each sung phrase. The topmost clip for each individual 
phrase than then be changed until the best comp of the vocal performance is identified. 
The major improvement in Acid's MIDI features is the inclusion of in-line editing. As anyone 
who has used similar features in something like Cubase SX will know, this makes editing of 
MIDI data much easier as it can be viewed in context with the timing of events on other 
tracks. In either the Piano Roll or Drum Grid, note position, velocity (through the use of very 
intuitive 'velocity stems'), pitch-bend and controller information can all be edited in place. In 
use, I found this worked very well, offering enough features to make the most common MIDI 
editing tasks very easy, but without getting bogged down in a glut of features that the majority 
of users would never need.   
Input metering is now integrated into 
the audio tracks.  
Cycle mode recording stacks multiple 
clips onto the same track, and the user 
can select which clip sits on top of the 
stack for playback. 
Sound On Sound - July 2006           72 of 178   
Kompakt For Acid  
As part of an ongoing relationship between Sony and Native 
Instruments, Acid Pro is now shipped with a custom version of 
NI's Kompakt software sampler. This is not dissimilar to the 
various Kompakt-based sample libraries that SOS has 
reviewed over the last year or so (for example, Nostalgia or 
Vapor) in that it contains a fixed library of sounds that cannot 
be accessed via another sampler; nor can this version of 
Kompakt load sounds from other libraries. However, I was able 
to use this Kompakt VST Instrument within Cubase SX, so 
while it is a custom version supplied with Acid, it can be used 
under other hosts. 
I suspect some of the samples may be derived from East 
West's Colossus, and they cover bread-and-butter territory  
pianos, keyboards, guitars, basses, drums, synths and ethnic 
instruments  with well over 100 different instruments in total. 
Free or not, some of the sounds are very good. There are 
some very respectable piano sounds and the various synth and bass patches are also good, but my 
personal favourites were the various drum and percussion programs. Here there is plenty of choice, 
ranging from acoustic kits through to basic orchestral percussion.   
The custom version of NI's Kompakt, 
with its 2GB sample library, is a nice 
addition to Acid.  
Bits And Bobs 
These headline features aside, there are a whole raft of smaller but nevertheless worthy 
additions and improvements in Acid Pro 6. For example, Acid now includes support for 
external control surfaces; a generic template is supplied that can be configured for any 
external controller, and there's native support for Mackie Control and the Frontier Designs 
Tranzport. Improvements have also been made to the automation, the most important of 
which is the addition of support for VST Instrument parameter automation. Given the 
improvements in MIDI recording and editing, this better VST Instrument support will be 
welcomed by anyone who now wants to use Acid as a complete music production 
environment.  
Options for filtering and processing MIDI data have also 
been improved, and MIDI File import and export is now 
supported. In addition, there is now a Drum Map Editor 
that can be used to create a Drum Map for editing  this 
is much easier to use than the Piano Roll editor when 
working with a drum synth or sampler.  
I suspect that the audio engine within Acid has undergone 
significant changes in order to provide support for multiple audio clips on a single track. In 
use, I certainly did not notice any performance hit because of this  comparison of playback 
of a range of projects in both Acid Pro 5 and Acid Pro 6 produced similarly smooth results. 
However, the engine in the new release now also provides support for dual and multi-
processor PCs. I didn't get the opportunity to test this (I'm currently building a new dual-core 
Athlon system, but at the time of writing, it is not yet fully configured) but I'm sure power users 
will find Sony's explicit statement of support for dual-core systems reassuring.  
Conclusions 
As with version 5, this new release of Acid contains some 
big new features that make it both revolutionary and 
evolutionary, and I would think the majority of existing 
Acid fans would consider the upgrade essential. While I 
still wouldn't choose Acid over something like Cubase SX 
if the majority of my work was based predominately 
around live audio recording or serious amounts of MIDI 
such as complex orchestral arrangements, Sony have  
In-line MIDI editing improves Acid's 
potential as a useful MIDI sequencer.  
Drum Maps can be defined for MIDI 
editing when using drum synths or 
samplers. 
Sound On Sound - July 2006           73 of 178 
now moved Acid Pro's functionality firmly towards that of the mainstream MIDI + Audio 
sequencer, and this ought to broaden its appeal considerably.  
The audio and MIDI recording options are now certainly good enough for serious multitrack 
work and I can easily imagine myself creating complete projects combining loops, audio 
recordings and MIDI-driven soft synths/samplers entirely within Acid Pro 6. This is not 
something I would have contemplated in version 5. What's more, Acid remains, for me at 
least, the only audio software in my studio that manages to both tremendously powerful and 
also downright fun to use. If you have never taken Acid, there has never been a better time to 
try it. Highly addictive and highly recommended.    
What Next? 
As with any software application, most Acid users probably have a wishlist of additional features that 
would be useful. My top two would be a more comprehensive mixer window that would allow both track 
and buss faders to be viewed together, and a function equivalent to SX's Detect Silence for 
automatically splitting audio files. The latter would be very useful when doing jobs such as vocal comps 
in conjunction with Acid's improved cycle-mode audio recording. It would be even better if there was 
also a function that could automatically shift all the clips stacked on one track to a series of identical 
tracks each containing one of the takes. These could then be more easily auditioned, before cutting and 
pasting the best phrases for each part of the vocal onto a single track to create the 'master' take. 
Acid Pro 6.0 build 214. 
PC with 3.2GHz Pentium 4 CPU, 2GB RAM, Echo Mia 24, Egosys Wami Rack 24 and Yamaha 
SW1000XG sound cards, running Windows XP Pro SP2.  
Tested with Steinberg Cubase SX 3.1.1. 
Published in SOS July 2006 
Sound On Sound - July 2006           74 of 178 
Tascam HDP2 
Click & Buy PDF 
Portable Digital Stereo Recorder 
Published in SOS July 2006 
Reviews : Stereo Recorder   
Quality mic preamps, 24-bit/192kHz operation, timecode sync... 
Tascam's upwardly-mobile new recorder is going places.  
Hugh Robjohns 
Over the years, manufacturers have used a variety of different 
media to make portable recording possible, from magnetic tape 
reels and cassettes to DAT tapes and Minidiscs. These formats 
are all but obsolete these days, and hard disk drives and solid-
state memory cards are quickly becoming the 'standard' formats 
for all manner of data acquisition, whether in digital cameras, 
PDAs or specialist audio recorders. Compact Flash media now 
seems to be the most widely adopted format, as it offers very 
workable capacities at reasonable prices, together with ease of 
use and exceptional ruggedness and reliability. 
The Fostex FR2 is amongst the better known of the high-end professional machines to provide high-
quality two-track audio recording to a Compact Flash card, although there were a few more specialised 
recorders aimed at the broadcast journalist market before it, and several more cost-effective models 
have emerged since. The subject of this review is a new offering from Tascam (in conjunction with 
Frontier Design) which is designed to compete directly with the Fostex machine and to meet the needs 
of much the same market  the high-end enthusiast and the budget-conscious professional.  
Overview 
The HDP2 is a neat, compact machine, weighing under 2kg including batteries (eight 'AA' cells), and 
measuring 245 x 188 x 60 mm (WHD). The unit comes with an in-line mains power supply, a Firewire 
cable, a carry bag and a shoulder strap, but not a Compact Flash card. This omission is understandable, 
but could be frustrating if you get your shiny new machine home only to find you can't use it because 
you don't have any fast Compact Flash cards. I suggest you barter with your dealer to include at least 
one suitable card with your purchase. You'll want to make sure the HDP2's carry bag is included too 
(pictured on page 188), since this will help protect the machine if you plan to use it outside (and why 
else would you buy a portable machine?). 
Battery life is estimated at up to five hours with Alkaline 'AA' batteries, and about three hours with 
rechargeable NiCad or NiMH batteries, but the actual time depends on how often the LCD backlight is 
used, how loud the headphones are, and whether phantom power is on, amongst other factors. I 
achieved well over four hours of running time with Duracell Ultra Power batteries when using phantom-
powered mics, so the manufacturer's estimated times appear reasonable. 
The machine is laid out much like most other similarly-sized portable recorders. The top panel contains 
various input and menu configuration buttons and controls, while the front carries a large backlit LCD 
display, the main transport controls and the record level knob. The left-hand side contains various 
ancillary connectors and the right-hand side has the analogue audio inputs and outputs, plus the 
Compact Flash card slot. Batteries are loaded in a tray underneath the machine. Everything seems 
familiar and fairly intuitive on first sight, and most people will be able to get up and running at a basic 
level without needing to refer to the well-written handbook, which is relatively modest in size at only 26 
pages. 
The HDP2 records linear PCM audio files using the Broadcast Wave (BWF) file format. No data-reduced 
formats (MP3, for example) are supported at all. Audio can be recorded in mono or stereo, the word 
length can be switched between 16 and 24 bits, and all the standard sample rates between 44.1 and 
192 kHz are supported. The HDP2 also has a pre-record buffer, with up to 10 seconds of memory at 
base sample rates. External clocking options include the S/PDIF input, video syncs (NTSC, PAL and HD 
tri-level syncs), word clock and Longitudinal Timecode (LTC)  the latter accepting 23.976, 24, 25, 
29.97 and 30 frames per second, the last two rates in both drop- and non-drop frame versions.  
The HDP2's audio specifications are all quite good, although not exceptional  total harmonic distortion 
is below 0.01 percent at 1kHz, for example. The converter delay between analogue input and output is a  
Sound On Sound - July 2006           75 of 178 
fairly typical 1.5ms at 44.1kHz sample rates (lower for higher sample rates), and crosstalk from mic input 
to line output is below -80dB.  
Inputs & Outputs 
The two microphone inputs are on electronically balanced XLRs, with globally switchable 48V phantom 
power. Each channel has an independent -20dB pad switch to accommodate high-level signals, and 
there is about 46dB of gain available from the dual-concentric level control. In practice, signal levels 
ranging between about -52 and +14dBu can be accommodated, which should satisfy most demands. A 
switchable peak limiter is also available. A second switch allows it to operate on each channel 
independently or in a stereo-linked mode, and there is also a global high-pass filter (18dB-per-octave 
below 100Hz). 
In addition to the microphone input XLRs, the right-hand side panel also carries two pairs of phono 
connectors for unbalanced line-level analogue inputs and outputs. The inputs accept signals between -
46 and 0dBu. The pad switches cannot be used to enable higher signal levels here as they only affect 
the balanced mic inputs, but normal line-level signals  from a CD player or hi-fi, for example  are not 
a problem.  
The external power supply also plugs into the right-hand panel using a non-latching coaxial connector. 
Any 12V DC supply could be used, including an external battery pack, providing it is capable of 
supplying 6W of power with a 0.6A maximum current limit. The final facility on this side panel is the 
Compact Flash card slot and its integral eject button. There is no slot cover to prevent dirt or moisture 
getting in, but perhaps Tascam assume users will always keep a card in the slot. 
The left-hand panel carries a quarter-inch TRS headphone socket (a recessed volume control is on the 
front panel), another pair of phono connectors for S/PDIF digital audio in and out, a BNC socket for word 
clock and video sync signals, another XLR for a timecode input, a six-pin 400Mbps Firewire socket, and 
a PS2 keyboard socket. The latter allows a standard keyboard to be attached for easier file naming as 
well as surprisingly comprehensive remote control functions  not just of the transport commands, but 
also to access and configure the menus and other machine attributes. The headphone output provides 
up to 55mW per channel into 32(omega) headphones, which is sufficient for most applications, though it 
may not be quite enough when working in very noisy locations. If headphones are not plugged in, audio 
can be auditioned via an internal speaker mounted on the top panel behind the LCD screen. A single 
internal electret microphone is also built into the top panel for convenient low-quality mono recording 
purposes.  
Controls 
The top panel is neatly laid out with clear white and blue legending. Nine recessed toggle switches 
provide separate input source selection for the right and left channels (balanced mic or unbalanced line) 
and individual pad on/off switching, with global switches for phantom power, internal or external mic 
selection, low cut filter, limiter and limiter stereo linking. Five recessed push buttons on the top panel are 
used to navigate and configure the machine's menu structure, labelled Select, Cancel, Menu, Project 
and Display. The Display button provides direct access to a menu page for adjusting the contrast and 
brightness of the LCD screen, along with the backlight duration, and the Project button leads to the 
Current Project menu. Two-button shortcuts provide access to some of the other menus too (Menu-
Project for the New Project window, Menu-Display for the System menu, Menu-Timecode for the 
Timecode settings menu, and so on). A data wheel is also provided to scroll around the menus, adjust 
values and move through the audio timeline when selecting edit 
points. 
Along the front edge of the top panel are four transport buttons 
 Rewind, Forward, Stop and Play. Pressing Rewind and Stop 
together forces the cue point to the very beginning of the file. 
Over on the left-hand side is a non-latching power slide switch 
to turn the unit on or off.  
The front panel is laid out in an equally simple manner. To the left is the recessed headphone/speaker 
volume control, with the large LCD screen dominating the left-hand side of the panel. This display is 
conveniently angled back slightly to make it easy to read both when the machine is placed on a table 
and when slung over the shoulder.  
Sound On Sound - July 2006           76 of 178 
To the right of the display are six more recessed buttons. Timecode switches the timecode chase mode 
on or off, Retake deletes the last recording made, the backwards and forwards Locate buttons jump to 
the previous or next marker point, and Marker inserts a marker in the file. Finally, the Hold button is a 
sturdy slide switch that locks out all the other keys to prevent accidental operation. Sensibly, pressing 
the Retake button brings up a dialogue box asking if you are sure you want to delete the last take. This 
gets very tedious if you need to do a lot of retakes, but the dialogue box can be circumvented by 
pressing the Stop button at the same time as the Retake button, which is a thoughtful feature. Set back 
into a separate recessed section are the transport Pause and Record buttons, each with bright LEDs to 
confirm their current status, and, last but not least, a dual-concentric input level control.   
Menus 
In normal operation, the LCD screen carries all the essential information required when recording or 
playing back a file. There is a horizontal stereo recording level meter, a timeline display, the current 
project and file names and last marker number, the capacity of the pre-record buffer (if active), the 
recording settings (sample rate, wordlength, mono/stereo and sync reference), locator time value, and 
various icons to indicate the transport and connection status  external or internal power, Hold lock 
on/off, transport mode, Firewire connection, and remaining Compact Flash card capacity. This last item 
is one of the more critical bits of information on display, so it seems odd that it should be consigned to a 
small graphic in the bottom right-hand corner. However, in practice, I found it easy enough to read. 
By pressing the Menu key on the top panel, the display changes to show the main menu structure. 
Submenus are selected using the data wheel and Select button. As with most other aspects of this 
machine, the menu structure is intuitive and largely self-explanatory, and the handbook quickly clarifies 
the few slightly less obvious aspects. For example, one slightly unusual facility tucked away in the 
Project Settings menu is that the headphone output can be set to provide stereo, summed mono, mono 
from left or mono from right signals or to 'Follow Record Mode'. The last option is probably the most 
sensible, otherwise there is the possibility of ending up monitoring something other than what is being 
recorded without realising it! 
A more useful option in this submenu is that markers can be inserted automatically whenever the input 
is overloaded and/or if the timecode input disappears. The meter decay rate, peak hold time and clip 
indicator duration can also be set here, as can the default file name, the timecode and chase settings, 
input (analogue or digital) and clock sources, sample rate and word length. Another useful facility is that 
project templates can be set up, allowing the user's preferred settings for different applications to be 
established and recalled quickly when preparing the machine for a new recording session. 
The Systems menu allows the real-time clock, date and time stamp to be set and provides the option of 
audible beep alerts for low battery and memory capacity, media management tools (Get Info, Clean Up, 
Scan, Erase and Format), and the means to install firmware updates. A very handy facility here is the 
Media Speed Check function, which writes and then reads some test files to assess the speed of the 
Compact Flash card. It then displays a table showing the expected status for the full range of sample 
rates and file formats (mono/stereo and 16/24 bits). Using 1GB 80x Lexar cards the test claimed that all 
modes were acceptable, but with slower cards it is likely that the high sample rate modes would be 
unreliable or even unworkable. Firmware updates are performed simply by copying the appropriate 
upgrade file to a blank Compact Flash card, and then booting the machine with the card installed.  
The timecode facilities are more than adequate for most applications, with a comprehensive selection of 
frame rates and pull-up/down modes. The internal sample rate can be synchronised to an external 
timecode feed if required, and when chasing timecode for playback, an offset value can be entered or a 
specific timecode frame can be set to trigger playback. The freewheel period can also be specified to 
determine how long the machine will continue in play or record once timecode disappears. The HDP2 
will automatically stop if the timecode value exceeds a 24-hour time period after the default start time of 
01:00:00:00. So, for example, if you were recording after midnight, the machine would stop 
automatically at 00:59:59:29! To overcome this limitation, the Timecode Origin time can be set to 
something more appropriate to ensure the actual recording time falls within the 24-hour window allowed 
by the machine. 
Sound On Sound - July 2006           77 of 178   
Transferring Files 
The HDP2 is equipped with a Firewire interface and is recognised by Windows XP and Mac OS X v10.3 
as an external Firewire drive. Unlike USB 2 Plug and Play interfaces, the Firewire connection has to be 
'undocked' through the computer's software before unplugging. Once undocked, the HDP2 reboots 
automatically and then functions normally. If the host Firewire port provides power, then the HDP2 will 
select this in preference to internal batteries or even its own 
power supply, depending on the voltage. 
An alternative to using Firewire is simply to remove the 
Compact Flash card and insert it in a standard card reader. This 
was the way I made most transfers, simply because that is the 
way I generally work when accessing digital camera pictures. 
Using a USB 2 card reader the download time is minimal, 
though obviously dependent on size and number of files.  
Whether accessed via Firewire or directly from the Compact 
Flash card, the file structure is clear, with individual mono or stereo audio files appearing within separate 
Project folders, all with the appropriate default or user-defined names. Maximum file sizes are 
determined by the card's formatting  the FAT16 or FAT32 file systems can be used  but if a 
recording exceeds the file size limit, the first file is closed and a new one started seamlessly. When 
imported into a DAW, the files are placed automatically according to their time stamp and join together 
with sample accuracy. If your DAW software can't handle this arrangement, Tascam also supply a 
stand-alone software application for Mac and PC that will automatically conform a number of files 
contained within a project into a single contiguous file. Various reformatting options are also provided 
such as changing the word length and channel format.  
A Delight To Use 
I found the HDP2 a delight to use, and the more I used it the more I liked it. There are a few little 
operational traps for the unwary, but overall it is a well-designed, straightforward tool that does exactly 
what it is supposed to. 
Synchronising the unit to external references and recording from digital sources is very simple and I 
couldn't fault the performance or quality at all. When recording analogue sources, the line-level inputs 
performed very well, indicating the presence of good-quality converters and electronics. However, the 
real test is what happens when decent mics are plugged in and I'm pleased to report that the quality of 
the HDP2's mic preamps is surprisingly good. I was able to make very creditable location recordings 
using an M&S pair of Sennheiser MKH mics, and recorded a couple of indoor interviews using cheaper 
electret mics  both relying on the machine's own phantom power supply.  
I had no problems setting levels to optimise noise and headroom, and the preamps are of a similar 
standard to those of a decent compact mixer, which is pretty good for a device at this price. Of course, 
with 24-bit converters, you can afford to leave a significant amount of headroom and still acquire very 
usable material, so the limited gain range of the preamp isn't a problem in practice.  
Although there is no M&S decoder facility in the input or monitoring chains, you can at least select to 
monitor only the left input on both ears, which makes working with an M&S mic array much easier than it 
otherwise would have been. I didn't use the limiter in earnest since I prefer to allow sensible headroom 
margins, but on testing it seemed effective and reasonably benign in action. The high-pass filter is 
perhaps a little heavy-handed, but very effective in reducing rumbles and wind noise.  
I was reassured by the large and obvious warning displays when the batteries are running low or the 
Compact Flash card is nearly full  it's embarrassing to say the least if the machine stops halfway 
through an unrepeatable take! Similarly, another important feature to note is that the HDP2 continuously 
rewrites the file header as a recording is being made. This means that should there be a break in the 
power, the entire file isn't lost  only the last tiny portion captured after the last file header update will 
be lost. Having worked with a lot of Minidisc and first generation card recorders in the past, I can vouch 
for just what a life saver this can be!  
Sound On Sound - July 2006           78 of 178 
The only real disappointment is that the internal editing functions are too basic to be a lot of use. Files 
can only have their start or end trimmed. It is not possible to delete portions within a file, or to split a file 
into two to trim the ends and then rejoin. Of course, most people would prefer to load the files on to a 
computer and use the far more effective editing facilities of their DAW software, but sometimes you have 
to fix the recording while out on the road, and the options are severely limited with the HDP2 as it 
stands.  
Summing Up 
All in all, this is a well-thought-out recorder that provides very serious competition not only for the Fostex 
FR2, but also some of the more upmarket professional offerings from the likes of Sound Devices and 
Nagra. Although a little more expensive than some broadly similar units from Marantz and others, the 
margin is not that great and many potential purchasers may feel the HDP2's more comprehensive 
feature set and better analogue electronics more than justify the difference too.  
The HDP2 is easy to use, well specified, and flexible to configure. The inclusion of the timecode record 
and chase facilities expands its potential uses and market considerably, and the adoption of the 
Broadcast Wave file format makes its data files universally accessible. For the time being, this neat 
Tascam machine sets the benchmark in terms of features at this price, and will sit at the top of my wish 
list!   
Published in SOS July 2006 
Sound On Sound - July 2006           79 of 178 
Taylor Guitars K4 Equaliser 
Click & Buy PDF 
Preamp & EQ For Expression System Guitars 
Published in SOS July 2006 
Reviews : Preamp   
This Rupert Neve-designed three-band EQ and preamp is intended for 
Taylor acoustic guitars equipped with the Expression System 
magnetic pickup array. 
Dave Lockwood 
Taylor's K4 Equaliser is designed primarily to operate as a 
companion to the Expression System (ES) acoustic guitar 
pickup that is built into many of their instruments. The K4 
provides a single channel, three-band EQ in a distinctive stand-
alone, chrome-and-hardwood housing and, like the Expression 
System's on-board preamp/EQ, it was designed in collaboration 
with legendary console designer Rupert Neve. 
A transformer-coupled XLR/TRS combi-jack accepts nominally 
mic- or line-level signals, but there's no gain control as such  
the system's preset gain is set to suit the balanced, buffered, 
low-impedance output of a Taylor ES guitar. Actually, there's another 10dB of gain available if you turn 
up the output volume beyond its centre detent, making about 16dB available when using the TRS line 
input and about 50dB via the XLR, so you could use it as a mic amp on louder sources, although there's 
no provision for phantom power. 
The output is via XLR at mic level and TRS jack at line level. Both outputs are balanced and may be 
used simultaneously, allowing the K4 to be used as an on-stage split, feeding both PA and an amp, for 
example, or PA and a direct recording feed. A dedicated Tuner output allows you to keep your tuner out 
of the signal path and picks up its signal right at the front end, remaining active whatever else you do to 
the controls.  
Separate Send and Return TRS jack sockets for the switchable effects loop allow interfacing to remain 
fully balanced, avoiding the forced unbalancing of the more common TRS, send-and-return insert point. 
By switching the EQ to post-loop and plugging into the insert return, you can bypass the gain stage and 
use the K4 just as an equaliser with line-level sources.  
A phase-invert switch is there to assist in reducing feedback, or to match the DI signal's polarity to that 
of an additional mic on the guitar, and there's a ground-lift switch to eliminate ground loops, where 
necessary. A front-panel headphone jack with its own level control completes the connections. Power 
(3-15V DC) is via an external DC transformer or, in an emergency, two 1.5V 'C' cells that will run the unit 
for up to 10 hours.  
Three-band EQ 
The K4 has +/-10dB low- and high-frequency shelving filters, with 125Hz and 8kHz corner frequencies 
respectively, and a single, fully-parametric +/-10dB mid-frequency band, sweepable from 80 to 800Hz, 
with a x10 range multiplier. All of the gain controls in the EQ section are centre-detented with adequate 
legending, but only the extremes of the mid-band frequency control (80Hz and 800Hz) are marked. I, for 
one, would have found a few more markings helpful. The K4's configuration of two fixed bands with a 
wide-ranging parametric mid-band is a common enough design choice and perfectly effective in most 
applications, but given that the Expression System itself already has built-in high- and low-frequency 
shelving EQ, there is surely a strong argument to be made for equipping its companion equaliser with 
two fully parametric bands instead.  
As it stands, the K4's EQ configuration is fine for recording 
applications, where the majority of your tonal shaping is likely to 
be of the creative kind, sculpting the response into the precise 
tonality you want. But in live performance, the EQ challenge is 
entirely different. Taylor's Expression System is one of the most 
inherently feedback-immune pickup systems out there, but at 
performance levels it can still feed back, even if only via the 
strings 'taking off' on certain notes. Notching out the guitar's 
primary resonant frequency will yield a few more dBs of additional level or a useful safety margin, but   
Sound On Sound - July 2006           80 of 178 
with only one sweepable band you are sometimes faced with a choice between creative or corrective 
applications when you really want both.  
In Use 
That aside, the K4 is a beautiful-sounding equaliser, with a warm, organic character that means the 
signal never sounds harsh or over-EQ'd, even at quite radical settings. With an ES-equipped Taylor 514 
as the source, most of the time I found I only wanted to add or subtract a tiny amount of the body of the 
tone with the low-frequency band (depending on whether I was picking or strumming), add some gloss 
to the top end with a couple of dBs of high-frequency boost, and dip out a tiny bit of mid-range. The 
Expression System's magnetic string-sensor and body-sensor combination produces a fairly warm-
sounding output anyway and the K4 seems to perfectly complement that. Using a guitar with a Sunrise 
magnetic pickup (via its essential SB1 buffer interface) produced similarly pleasing results at a range of 
settings.  
There's a lot of overlap between bands  both high- and low-frequency bands extend well into the mid-
range and the mid-frequency band spans more than the entire range of both. This generally makes it 
very quick and easy to get what you want, although guitars with under-saddle pickups  I also tested 
the K4 with an L R Baggs Element and a Fishman Matrix  fared less well, to my ears, than the 
Expression System guitar. The K4's fixed high-frequency shelving filter starts to rise at about 1kHz, 
reaching full boost at 8kHz. Consequently, when enough boost is applied to add some extra high-
frequency sheen, the filter is also creating a bit of lift in the upper mid-frequency 'quack' zone. Of course, 
you can counteract this using the parametric mid-range band, but not if you want to be using it to drop 
out some of the mid-range! 
However, equalising an under-saddle pickup is inherently compromised anyway, as you are essentially 
always chasing a moving target  the spectral content of the output varies with level sufficiently for your 
EQ setting for loud strumming to be completely wrong for fingerpicking, and vice versa. The 'four bands 
plus feedback notch' configuration of something like the ubiquitous L R Baggs Para DI  though that 
unit is undeniably not as sweet sounding as the K4  seems perhaps to be a better tool for this job.  
Conclusions 
Although you can get fine results out of the K4 in other applications too, such as bass and electric 
guitars, I think it, unsurprisingly, does its best work with the source for which it was designed  an ES-
equipped Taylor. However, the asking price would buy you a very nice, fully-featured channel strip with 
an on-board power supply, a variable gain control and dynamics processing, which would undoubtedly 
be far more useful in a variety of other applications. And, in the absence of a high-impedance input 
(1M(omega) or so) suitable for passive electric guitars, and neither variable gain nor a variable high-
pass filter, it is difficult to raise an argument for the K4 as the guitar-optimised recording system front-
end that it might have been.  
If you are a Taylor ES user, the attraction of the K4 lies in knowing that you will be getting the absolute 
best out of the whole system. It offers optimal impedance and level matching, high headroom and very 
low noise, in a format that lives up to the quality image of the brand, whilst also being robust enough to 
sit on the floor amongst the other DI boxes at a gig. The EQ delivers warmth and detail with pristine 
sound quality, albeit at a premium price. But if you are opting for a high-end, ES-equipped Taylor guitar 
anyway, why not go the whole way?   
Published in SOS July 2006 
Sound On Sound - July 2006           81 of 178 
Toontrack EZ Drummer 
Click & Buy PDF 
Virtual Drum Instrument [Mac/PC] 
Published in SOS July 2006 
Reviews : Software   
Toontrack's simplified version of their flagship DFH Superior offers 
fewer kits, but with the same sound quality and in a more user-
friendly interface. 
Paul White 
Toontrack were amongst the first companies to provide really 
good multisampled acoustic drum-kit sample libraries 
(specifically Drum Kit From Hell), with both dry and ambient 
sounds that could be mixed to give the required degree of 
liveness. Since then they came up with DFH Superior, an 
excellent-sounding drum-sample-based virtual instrument that 
was probably less successful than it deserved to be, because its 
user interface was perceived as being rather complicated. In the 
light of competition from the likes of FXpansion's BFD and the 
rather more abstract Stylus RMX from Spectrasonics, Toontrack 
set about developing a simpler, easier drum kit virtual instrument, and the result of their efforts is EZ 
Drummer. EZ Drummer requires a minimum spec of an Intel Pentium III or AMD Athlon 1.8GHz PC with 
512MB RAM running Windows XP, or an Apple Mac 1GHz G4 running Mac OS 10.2.8 or higher with 
512MB RAM. AU and VST plug-in formats are supported, and authorisation is via the familiar challenge-
and-response system.  
Streamlined User Interface 
While the user interface is extremely simple, the samples are of the same quality and range as those in 
DFH Superior, but with a narrower choice of drum sounds. All the drums for this instrument were 
specially recorded at Avatar Studios in New York. Toontrack's own TPC II data-compression system is 
used to fit over 7000 sound files at 16-bit, 44.1kHz (equivalent to 5GB of uncompressed WAV files) into 
only 1.5GB of hard drive space, and they've also included a huge library (more than 8000 files) of very 
usable MIDI drum grooves and fills that can be dragged and dropped directly into a sequencer's arrange 
page in much the same way as is possible with 
Spectrasonics' Stylus RMX. 
A Humanize button adds slight variations to give the 
patterns more of a 'played' feel, and the velocity 
response of the whole kit can also be controlled by a 
single knob to adjust the playing feel. Grooves and 
fills can be auditioned direct from the MIDI-file 
browser, and the arrangement is very logical, 
making it simple to pick out variations on the type of 
rhythm you want, as well as suitably styled fills. 
Another nice touch is that you can store your own 
rhythm MIDI files in the library, so if you've bought 
some of the excellent Twiddly Bits MIDI rhythms (or 
something similar), you can now access and 
audition them much more easily. 
The drum kit mapping is preset to the GM standard, 
with some duplication on otherwise unused keys to 
help with two-handed playing, and there's a choice 
of using the plug-in with a stereo output or up to 
seven separate stereo outputs. Separate and main 
stereo outputs can also be used together, so you 
could, for example, keep most of the kit as a stereo 
mix, but isolate only the kick and snare for further 
processing. As with BFD, there's now a much more 
visual mixer that allows for the level adjustment and 
panning of the close mics on the drums, plus 
separate control over the overhead mic level and the stereo room-mic level. Mixer presets are available 
for fast changes in kit sound, and bleed between mics can also be switched on or off for the snare and   
Included Drums 
KICK DRUMS: 
14 x 22-inch and 18 x 22-inch GMS with felt-and-plastic 
beater 
14 x 22-inch GMS double head 
SNARE DRUMS: 
Rogers Wood 4.5 x 14-inch 
Slingerland '70s 6.5 x 14-inch 
GMS Picollo 13-inch 
TOMS: 
12-inch, 14-inch, 16-inch, and 18-inch GMS 
HI-HATS: 
14-inch Zildjian HHX Manhattan 
16-inch Zildjian Crash Hats 
CRASH CYMBALS: 
19-inch Sabian AA Medium Thin 
16-inch, 17-inch, and 18-inch Sabian HHX Evolution 
16-inch Sabian HHX Evolution Ozone 
13-inch and 18-inch Sabian Jack DeJonette Encore 
RIDE CYMBALS: 
21-inch Sabian Handhammered Vintage 
22-inch Sabian Handhammered Raw Dry 
YAMAHA CLUB JORDAN COCKTAIL DRUM KIT: 
kick drum 
snare drum 
5 x 8-inch and 5 x 10-inch toms 
14-inch Zildjian hi-hats 
Mikaelsson Custom ride cymbal 
Sound On Sound - July 2006           82 of 178 
overhead channels. However the ability to tune or damp the drums has been removed for the sake of 
simplicity. 
The rather busy interface of DFH Superior has been replaced by a visual representation of a three-tom, 
three-cymbal drum kit viewed from the player's perspective. Clicking on the heads auditions the sounds, 
while a drop-down menu activated at the lower edge of the drum or cymbal rim shows the alternative 
sounds that can be loaded if you don't want to use the default kit. An info bar shows how big the 
samples are, so you always know how much RAM you've used. (See the 'Included Drums' box for a list 
of all the various kit options.) 
The architecture of EZ Drummer allows for expansion kits to be added at a later date, and the Cocktail 
Kit that came with DFH Superior is included as standard. This has a wonderful light jazzy feel that 
contrasts nicely with the main pop and rock kits. When an expander is loaded, the drum kit in the display 
changes to reflect the contents of the expander. Further expanders are planned for around September, 
and the original DFH will also be turned into an expander. According to Toontrack, if there seems to be 
a demand, specialist percussion expanders may be added later.  
Is It A Hit? 
Although the range of drum sounds is a little limited, what you get comes pretty close to the kind of drum 
sound I tend to strive for anyway, and by switching the snare drum and/or the kick drum and adjusting 
the amount of room and overhead mics in the mix, you can get anything from a general-purpose miked 
acoustic kit suitable for most pop styles to a fairly brash rock kit. The quality of the samples is excellent, 
with no obvious truncation and plenty of velocity levels, and this extends to the Cocktail Kit, which 
should fit in well with any contemporary jazz or Latin-influenced pop compositions. The sounds also 
work well when triggered from an external electronic drum 
interface such as Roland's V-Drums. 
As to the user interface, that is now as simple and intuitive as 
you could hope for, and the only thing I think might usefully have 
been added is the ability to add swing to the rhythm patterns 
before dragging them into your host sequencer. Having said 
that, most sequencers will allow you to add swing to your MIDI 
parts retrospectively, so it's not an insurmountable issue. I also 
think it is worthy of special note that the vast majority of the 
MIDI drum rhythms are sensible variations on the 'bread and 
butter' drum patterns that most of us use most of the time, so 
you shouldn't have trouble getting them to fit your songs unless 
you're into writing in weird time signatures or using odd rhythms. 
And if you are, then there are always third-party MIDI drum 
loops that you can use with EZ Drummer. Given its low cost, great sounds, and ease of use, I can't see 
how EZ Drummer can fail to do well.    
Alternatives 
There are no obvious direct alternatives for EZ Drummer, as most other drum virtual instruments are either 
philosophically different or more complex. FXpansion BFD probably comes the closest in terms of approach, 
but also check out Glaresoft iDrum, Submersible Music Drumcore, and Steinberg Groove Agent 2 if you like 
the idea of a drum instrument that also includes rhythms. 
Published in SOS July 2006  
The new visual mixer window makes it 
simple to balance the kit sound. 
Sound On Sound - July 2006           83 of 178 
Unitonic Aurora 2 
Click & Buy PDF 
TDM Soft Synth for Pro Tools 
Published in SOS July 2006 
Reviews : Software   
The first product from developers Unitonic is an unusual TDM soft 
synth with plenty of hidden depths. 
Jem Godfrey 
I like to think there's not much that passes me by with regard to 
soft synths that are available for Pro Tools in one form or 
another, but I must confess that the original Unitonic Aurora did 
just that. So it was with great interest that I got my hands on the 
new updated version of this mystery soft synth, Aurora 2.0. 
According to the press release, Aurora is a piece of software 
that fuses pure additive synthesis with frequency, pulse and 
noise modulation and non-linear wave distortion. Personally, I'm 
always a bit suspicious of synths that hide behind synthesis 
jargon as I'm not sure many people either (a) know what it 
means, or (b) really care. I'd much rather be stuck in a traffic 
jam than a linear vehicular anti-motion scenario generator, but 
that might just be me turning into a grumpy old man. 
Currently, Aurora is only available for Pro Tools HD Accel systems running Pro Tools 6.0 or later under 
OS 10.2.2 and above, although Unitonic say that a PC-compatible version should be available by the 
time you read this. Unitonic also say there will be RTAS and AU versions in the not-too-distant future 
too, so pretty much everyone will be able to have a go. A quick check at the Digidesign web site also 
confirms that Aurora is compatible with Pro Tools 7 too. Installation is simple, and Aurora is authorised 
to an iLok key, so obviously you'll need an iLok and an iLok account before you can get cracking.  
A Little (Northern) Light Music 
Once summoned into existence, Aurora's user interface is large and easy to read. It's quite a change 
from version 1's Star Trek look, opting for a more friendly and inviting grey-and-pastel colour scheme 
instead. The main page is split up into three sections. The upper section is the main edit area, where 
you'll find a selection of tabs running along the top that switch the panel beneath to the various control 
parameter pages  tone, waveform, envelope, key scaler, modulation matrix, sequencer, tuning and 
global control. To the right of this is a graphical display that provides a snapshot of each of your chosen 
waveforms and how they're being affected by the parameter 
changes happening on the left. 
The middle section is a row of buttons that select the various 
parameters for editing in the upper and lower sections. This also 
enables the faders in the lower section to have access to one 
parameter, but applied to all the eight waveforms or, 'partials' in 
Unitonic-speak, that make up an Aurora patch.  
The lower section is a context-sensitive mixer that directly 
relates to the middle section. You can Option-select multiple 
partials and perform group edits here, as well as muting and 
soloing. However, any changes you perform don't happen in 
real time; you have to keep re-triggering the key to hear the 
effects of your tweaking. It's not something I've encountered in a 
soft synth for some time, and although it's not exactly the end of 
the world, I did find it a little irritating after the hundredth key 
press. 
Each sound in Aurora can be made up of as many as eight partials. Each of these partials is, in fact, 
comprised of two separate sound generators: a carrier wave (confusingly, also called a partial) and a 
frequency/phase modulator called a 'timbre'. Each can be assigned to a multitude of waveforms, and the 
carrier can then be duly modulated by the timbre. This can result in the creation of some very complex 
waveforms indeed. There is also the ability to load in your own custom waveforms to add further spice to 
the mix; once you've loaded in your audio, you can scrub along it until you find a suitably exciting   
Each Aurora partial can contain up to eight 
separate envelopes, and a sound can be 
made of up to eight partials. 
Sound On Sound - July 2006           84 of 178 
moment, then Aurora can provide you with a handy spectrum editor that filters down the sound to 
remove any unwanted harmonics and distils the results into something rather more musical. In my case, 
I took a backing vocal I had knocking around and managed to mangle it into something almost 
resembling a granular lead sound akin to Propellerhead's Maelstrom. However, you do have to work at 
it, and I didn't find it a particularly quick process. On the plus side, I recorded the output of Aurora into 
Pro Tools as I was tinkering with the waveform, and that alone generated enough interesting audio to 
keep a sci-fi sound designer inspired for a week! Theoretically, you'll be able to get 128 voices out of 
Aurora using a single DSP chip, although the more partials you use, the greater the reduction in 
polyphony. I set up a whopper patch and still managed to get 16 or so voices to sound at once, which is 
more than enough for most Aurora applications. 
Once you have your basic sound, you can the mangle it further with an impressive 12-stage looping 
envelope generator that works on each partial within the patch, should you so choose. You can have up 
to eight different parameters per partial controlled by their own envelope generators, including pitch, pan 
and amplitude. That means that with a full eight-partial patch utilising all eight envelopes per partial, 
you'll end up with a mind-boggling 64 independent envelopes 
thundering along at the press of a key!  
Aurora also sports a pretty comprehensive modulation matrix. 
Again the graphical interface is a real plus here: you just select 
the parameter you want and drag it to the desired level. In no 
time, I was sending one partial over to the left whilst another 
jumped a fifth and panned hard right, just by using the D-beam 
controller on my Roland V-Synth. Plenty of scope for fun and 
games here. 
Each patch also has a 32-step sequencer that you can use to 
manipulate elements within the partials. Anything from filter 
sweeps to pitch information can be specified to give a patch yet 
more movement. Irritatingly, though, the MIDI clock switches 
back to internal rather than external sync every time you change 
presets, so if you want a sequenced patch to sync to Pro Tools, 
you have to reset every one that you load. In the end I gave up 
auditioning them and moved onto some other sounds, as this 
was doing my head in! 
In fact, this brings me onto my main complaint with Aurora. In its current form, it's pretty buggy. For 
example, there's one bug where the volume levels can cause the synth to overload its own output; the 
bells section is particularly bad for this. In addition, changing the pitch of one partial to the strangely 
abstract increment of 999 (which equates to one octave up) when using the step sequencer caused that 
note to stop sounding. Also, if I held down some notes whilst changing patches, the resultant sounds 
could sometimes wildly differ from previous times I'd selected the same sound. I also found that volume 
levels differed considerably between some of the patches. The factory default sound is also set 
extremely high, so much so that the TDM plug-in overload indicator came on straight away when I 
played a note. Reducing the volume control rectified this, but I nearly leapt through the ceiling when I 
first tried it! Unitonic took my comments on board when I pointed them out and have assured me these 
problems this will be rectified when v2.02 is released shortly. There will also be a whole new array of 
patches included too.  
Patching Things Up 
Sonically, Aurora is capable of a great many different things. It can range anywhere from Minimoog-style 
lead and bass sounds through to some very digital DX-style noises and right the way on to some almost 
PPG-esque tones as well. Interestingly, the DX-style tones reminded me of my old DX21, the FM having 
more of a four-operator type sound than the six-operator character of the DX7. I also found that quite a 
few of the sounds benefited from reverb or chorus which I added separately, as they could be a little thin 
and harsh on their own.  
I couldn't honestly say that Aurora set me on fire, and at its recommended retail price of $699, you can 
pretty much have your pick of the soft-synth universe  although if you need one that can run on Pro 
Tools DSP cards, the choice is not wide. It might be a grower, though: the presets are a good starting 
point, but I feel Aurora really comes into its own once you start getting your hands dirty under the 
bonnet. This is a synth that will reward experimentation and produce some never-before-heard sounds, 
as long as you have some time to spare.    
You can load audio from Pro Tools into 
Aurora to serve as waveforms for the 
synthesis algorithms. 
Sound On Sound - July 2006           85 of 178  
Alternatives 
There are innumerable soft synths around, but surprisingly few that run on Digidesign's TDM cards. Of these, 
only DUY's Synthspider modular synth (reviewed in SOS December 2002) offers similar depth and 
programming potential to Aurora, though its architecture is very different. In the world of native synths, both 
Camel Audio's Cameleon 5000 (April 2004) and Virsyn's Cube (September 2003) provide sophisticated 
additive synthesis capabilities, including the ability to resynthesize audio from WAV and AIFF files. Native 
Instruments' Absynth 3 (April 2005) can also manipulate audio in interesting ways and is worth a look if you're 
into serious programming, but in terms of the sound it makes, NI's FM7 is Aurora's closest comparison.  
Published in SOS July 2006 
Sound On Sound - July 2006           86 of 178 
VSL Vienna Instruments 
Click & Buy PDF 
Virtual Orchestral Instruments [Mac/PC] 
Published in SOS July 2006 
Reviews : Software   
The Vienna Symphonic Library are well known for their amazingly 
detailed collections of orchestral sounds, and now they're providing 
them as virtual instruments. Will this take the VSL concept to a new 
audience, or is it a step too far? 
Dave Stewart 
It's been a long ride. Since the first sample was recorded in 
December 2000, it's taken the Vienna Symphonic Library team 
over five years to release their definitive orchestral library. The 
unveiling of VSL's First Edition in 2003 galvanised the orchestral 
sampling scene, and the gigantic 236GB Pro Edition which 
followed was even more stunning. Both of these enormous 
libraries combined exquisite musicianship with the pristine 
sound quality of VSL's specially constructed recording venue, 
the Silent Stage. Although lacking the reverberant 'glory trails' of 
a concert hall, this acoustic space has consistently yielded 
recordings with an incredibly low noise floor. 
If one could always depend on VSL for quality, their release 
policy has been less predictable: rather than issuing a 
conclusive mega-edition as expected, the company began 
hiving off chunks of their sample database in a set of 15 themed 
titles called the Horizon Series. The Horizon Opus 1 compilation 
offered an affordable entry point into VSL's lush orchestral 
world, while Solo Strings, Epic Horns and Woodwind Ensembles 
augmented the Pro Edition's instrumentation. But this piecemeal 
approach was never going to satisfy VSL power users  like 
the believers huddled on the mountain side in Close Encounters, they knew something bigger was 
coming. Now, the long wait is over. Announcing its presence with a blast on its contrabass tuba, the 
Symphonic Cube has landed. 
Even this, however, hasn't gone quite according to expectations  it would be more accurate to say that 
the Cube is in the process of landing, being beamed down to us in the form of 10 themed sets, the so-
called Vienna Instruments, which will together comprise the 545GB Symphonic Cube  and at the time 
of writing, only the first five of the 10 are available, with the other five scheduled to be released by the 
time you read this. But, I hear you cry, what happened to the 'final hard disk edition' trumpeted by the 
Viennese baton-wavers since 2002? The short answer is that the company dropped the idea (if not the 
baton) and decided to follow the current trend towards virtual instruments, resulting in the creation of the 
new Vienna Instruments Player (compatible with Windows XP and OS X for Macs, and available in 
stand-alone, VST and AU plug-in formats). 
When questioned on the change of direction, VSL say that by integrating performance control software 
and sample management, their new player can operate 'with more sophistication and intelligence than 
any sampler currently on the market'. I suspect another factor is that virtual instruments are harder to 
pirate than an unprotected sample library, but VSL prefer to accentuate the positive: according to them, 
the Vienna Instruments have a 'zero learning curve' and can even read your mind! We'll soon see about 
that...  
Standard Attention 
The first five Vienna Instruments (or VIs) to be released are Solo Strings, Chamber Strings, Orchestral 
Strings I and Orchestral Strings II, and Woodwinds I. The remaining five collections (Woodwinds II, 
Brass I and Brass II, Harps and Percussion) should be out by the time you read this. The Vienna 
Instrument Player is identical for each collection, so if you buy multiple titles you'll only have to install the 
Player once.  
VSL's innovative interface for the Vienna 
Instruments. The patch list is displayed on 
the right (this space can be used to show 
various parameters via its top tabs), while 
the currently selected patch is shown at the 
top left. Below this is the 12x12 articulation 
matrix, in the centre is the selector ring, and 
at the bottom left above the virtual keyboard 
is a keyswitch note assigned to a matrix. 
Sound On Sound - July 2006           87 of 178 
The installation procedure involves registering your collection's 
serial number, receiving an activation code from VSL, 
downloading a Syncrosoft licence, inserting a Vienna Key (a USB 
Syncrosoft dongle like the one used by Cubase), installing the 
Vienna Instruments Player and sample data and running a 
Directory Manager utility so the instrument can find its samples. 
Finally you're ready to rock, but after jumping through those 
hoops you'll probably feel more like a cup of cocoa and a nice lie-
down! 
In another break with tradition, VSL have not supplied individual 
printed manuals for the Vienna Instruments; each one ships with 
an identical slim booklet explaining the player's structure and 
installation procedure. However, registered owners can download 
PDF files containing complete patch and articulation listings for 
each collection from www.vsl.co.at/en-us/68/375/241.vsl. A less 
definitive listing for the non-registered curious amongst you can be found at 
www.vsl.co.at/static/vi_pop/shop_info_symphonic_cube.asp. 
As well as the software instrument, each of the 10 Vienna Instruments collections includes a 'standard' 
and an 'extended' library  the extended one is twice the size of the standard and boasts a more 
elaborate set of articulations. The extended library is available to all purchasers for 30 days, but you can 
only gain permanent access to it by paying another fee on top of that required for the standard library 
(for more on the complex pricing structure of the Vienna Instruments, see the 'Pricing' box on the last 
page of this review). 
Although the samples in the 10 Vienna Instruments have been reprogrammed from scratch and offer 24-
bit resolution throughout, at least 50 percent of their musical material has already appeared in previously 
released VSL libraries. However, VSL are very open about this, explaining the provenance of the 
content in some detail at www.vsl.co.at/static/vi_pop/vi_overview_pop.htm. The 'Vienna Instruments' 
section of their web site also separates the articulations in each instrument into 'new' and 'existing' 
categories, and shows the contents of the standard and extended libraries.  
The Interface 
The interface used by all 10 Vienna Instruments (shown at the head of this review) has a somewhat 
nautical appearance which put me in mind of a smart Adriatic cruise liner. The main action takes place 
around the edge of the central 'porthole', called the 'selector ring'. Patches are loaded simply by 
dragging them over from the right to the left-hand window. Strangely, there's no 'MIDI channel select' 
option: the VIs operate exclusively in MIDI omni mode, something I've not seen since 1983! This is not a 
problem if you plan to run the VIs as plug-ins in your sequencer, but if you want to use multiple stand-
alone players to play different parts, you'll have to use a virtual-instrument host program  VSL suggest 
Steinberg's Vstack. 
The patches in the VIs can't be changed (although they do have programmable performance settings), 
so it's impossible to create keyboard splits or alter playing ranges. This posed an immediate problem: 
for example, I found the attack of the 'Strings sus vib' patch (a four-way split of double basses, cellos, 
violas and violins) too slow, and although its four components each have their own fast attack option, 
there was no way to map them into a playable combination, which seems like a backward step to me. 
Another limitation is that the pitch bend is restricted to two semitones, so you can't create extreme bend 
effects. Not an issue for those who stick to traditional orchestral sonorities, but I don't think pop/rock 
producers, sound designers and keyboardists who habitually set their instruments' pitch bend to more 
than a tone will be be too pleased.  
Previous VSL Reviews In SOS 
As each of the five currently released Vienna Instruments features a substantial amount of musical content 
from earlier VSL releases, you may want to read the reviews of these titles on the SOS web site. 
VSL FIRST EDITION 
www.soundonsound.com/sos/may03/articles/viennasl.asp 
VSL PRO EDITION 
www.soundonsound.com/sos/mar04/articles/vienna.htm 
VSL SOLO STRINGS 
www.soundonsound.com/sos/sep04/articles/sampleshop.htm  
Sound On Sound - July 2006           88 of 178 
VSL CHAMBER STRINGS 
www.soundonsound.com/sos/jan05/articles/sampleshop.htm 
VSL FRENCH OBOE 
www.soundonsound.com/sos/jan05/articles/sampleshop.htm 
VSL WOODWIND ENSEMBLES 
www.soundonsound.com/sos/dec04/articles/sampleshop.htm  
Matrix Convolutions 
Once selected, a patch occupies a 'cell' which has adustable volume, delay and envelope settings. The 
VIs can hold up to 144 such cells, arranged in a 12 x 12 grid which VSL call a 'matrix'. Only 18 cells can 
be seen on screen at one time, but the view area can be shifted. A highly flexible system allows you to 
swtich between articulations in horizontal and vertically-aligned cells by a variety of means: keyswitches, 
your keyboard's pitch wheel, a user-defined MIDI controller (mod wheel, footswitch, and so on), velocity 
(users can create velocity splits between two or more patches, although the patches' internal split points 
can't be changed) and Speed (of which more in a moment). The whole setup can be saved as a user 
matrix. 
More complex setups are possible: a cell may contain two patches (as 
shown on the left) which can be layered or crossfaded, and a third 
'parallel' cell can be added as a universal layer, which is a good way of 
adding a global attack (such as a sfz performance) to the matrix. The 
Vienna Instrument Player is not choosy about what type of instrument 
it plays (although it will not import sounds from other sampler formats), 
so you can switch between strings and woodwinds within a matrix, or 
even layer brass and percussion in a cell. 
Up to 12 matrices can be assembled in a preset and selected via 
keyswitches. VSL gleefully point out that this system makes 1728 (12 x 
12 x 12) articulations available to a single MIDI track  and while 
that's 1720 more than most people will ever need, it demonstrates that 
the VIs incorporate very powerful tools for dealing with the large 
number of performance styles that occur within an orchestral piece. 
Happily, as the VIs all contain countless factory matrices and presets, 
you can start to make music without having to do any programming if 
you prefer.  
Mind-Reading Act 
One aspect of the design of the Vienna Instruments is both innovative 
and musically powerful: we're used to the idea that key velocity 
controls volume, but in the VIs 'speed' refers not to the downward 
motion of the keys, but the rate at which successive notes are played. 
The Speed control can be adjusted so that slow playing will access 
(say) slow-paced legato samples, while fast playing will trigger quicker 
detach notes. This unique facility produces excellent musical results, although I'd still stop short of 
VSL's claim that their instrument can read your mind! 
Another great improvement is that the functions of VSL's Performance Tool MIDI utility are now 
seamlessly integrated into the player: so you can just load 'performance legato' and note-repetition 
patches and play without having to think about technicalities. This is a huge relief, as loading a template 
for each instrument was always a bit of a chore. And the performance functions now work multi-
dynamically  previously, the Performance Tool could only work on one dynamic layer at a time.  
VI Second Opinions 
When VSL announced the new Vienna Instruments and the Symphonic Cube, in common with many of my 
contemporaries, I phoned them up, told them to rob my bank, and left them to it. Was this wise? Well, the VSL 
Pro Edition had taken the film and TV market by storm; those that could afford it snapped it up, and those that 
couldn't tried to find a way to remortgage their grannies. What's more, there was the prospect of 
improvements. The Pro Edition's stand-alone Performance Tool might have been powerful, but it always felt 
something of a half-baked afterthought, an awkward necessity. Thus the idea that the library would finally 
appear in its originally intended 24-bit format (the Pro Edition was dithered to 16-bit), with all the complex  
Editing controller assignments to 
switch between the articulations 
loaded into each cell of the matrix is 
easily done from the Control Edit 
screen in the right-hand display. 
Switches between up to 12 cells in 
any horizontal row are set in the 'H-
Span' window, while switches 
between up to 12 vertically aligned 
cells are set in the 'V-Span' window. 
The 'A/B' keyswitch at the bottom 
can be set to change the up/down 
direction of grace notes, scales and 
glissandi. Shown at the top right of 
this screenshot is a list of possible 
controllers for articulation switching. 
Sound On Sound - July 2006           89 of 178 
performance features handled by a new interface... it was simply too much to resist! 
After the inevitable delays, the first collections (as reviewed here) arrived on my desk, and I duly ignored them. 
The Pro Edition had taken about a day and a half to fully install and decompress, so I was in no rush to tackle 
it all over again. But much to my surprise (and in contrast to Dave Stewart's experiences), when I did get 
around to it, I found installation to be swift and fairly painless compared to installing many other orchestral 
libraries. Whilst the DVD drive was chuntering away, I had enough time to load up the supplied Syncrosoft 
dongle with all the necessary licences. If you have the extended library installed (yes, I ended up ordering the 
lot...), there are two for each instrument. 
Most of my first impressions are unprintable. I simply couldn't believe that a handful of people beavering away 
had come up with such a slick user interface that even a software dunce such as myself hardly needed to 
glance at the manual. What's more, the clever matrices, performance controllers and so on finally meant I 
could have a solo line on one track, switching articulations at will. Previously I'd ended up with several tracks 
for the different articulations and had to comp them down to one. 
Moreover, there are so many different options for switching articulations  the speed you play at, different 
keyswitches, and momentary or linear controllers... Finding that virtually all are assignable is the icing on the 
cake. If you can't reach (or be bothered to program) your control surface, you just right-click on whatever you 
want to alter, to enable MIDI Learn mode, and wiggle the controller nearest to hand. Hey presto, for this 
instance of the instrument, that controller is mapped. 
I feared that the Vienna Instruments would sorely test the resources of a single machine, especially with all the 
new articulations and matrices at my disposal, so I had already set up a spare PC with Steinberg's Vstack as a 
front end so I could load as many instances as resources would allow. However, when the VIs arrived, I was 
already running headfirst into a commission deadline, and I didn't have time to sort out the licensing for 
another computer  yes, each computer you use with the VIs requires its own Syncrosoft dongle loaded with 
all the necessary licences. Fortunately, VSL's ingenious new RAM-handling concept, which allows you to 
unload unused samples, came to the rescue. You program your track including as many articulations, dynamic 
layers and so on as you see fit, then put the instrument into Learn mode, play back the track, and hit the 
Optimise button. Every note, articulation, layer or dynamic that isn't actually used is removed from RAM 
forthwith. A window in the Perform page shows you the amount of RAM free and used. With the maximum 
possible 2GB of RAM assigned to the VIs (Mac users can apparently assign up to 4GB, for some reason...), 
and eight active instruments running, I had a paltry 32MB of RAM free, but running the Learn and Optimise 
functions immediately cleared out over a Gigabyte of data, leaving me spare capacity to load up yet more 
samples. It's quite astonishing. 
In a nutshell, the VIs take VSL's trademark crisp sound to a new level. However, to my mind (and as strange 
as it may sound), with these instruments the beautiful sounds are almost secondary to the interface itself. 
Rarely have I encountered such a complex, powerful tool that's so instantly accessible, transparent and quick 
to use. Where previously you would forever be loading up yet another articulation (or would simply fake it if 
you were pressed for time), everything is now available at the prod of a controller. For once, an instrument 
interface feels like something that wasn't designed by a committee, but by a group of like-minded musicians 
and composers who understand what we want. Here, they've given us exactly that, with few compromises in 
the design or functionality. 
This latest commission was the first time I let the VIs loose. Amusingly, the completed cue also featured VSL's 
Pro Edition (for parts as yet unavailable as VIs, like brass instruments) and East West/Quantum Leap's 
Symphonic Orchestra Platinum. In one fell swoop, VSL have managed to make their own Pro Edition feel 
clunky and unmanageable, and Kontakt Player-based libraries just a little, well... tame. I cannot remember 
when I was almost begging for new software or a library, but after using VSL VIs, I resent having to go back to 
the Pro Edition for my remaining palette. The rest of the collection simply cannot come soon enough. Hilgrove 
Kenrick  
Orchestral Strings I & II 
On to the musical content. The Orchestral Strings I instrument (33.9GB) contains the 14-violin and 10-
viola ensembles from VSL's Pro Edition, while the 27.6GB Orchestral Strings II features the 
accompanying eight cellos and six double basses. As well as updating the Pro Edition patches, both VIs 
include a substantial set of new articulations. Played by all four ensembles, the new 'short staccato' 
notes are considerably more brisk and businesslike than the longer staccatos from the Pro Edition, and 
impart a nice urgent 'zing' to rhythmic passages. VSL previously supplied staccatos in separate 'down 
bow' and 'up bow' versions, but the VIs' staccato, detach, pizzicato and col legno articulations are 
programmed 'round-robin' style with four different samples per note. There are also new eight-way 
pizzicato repetition programs. 
Sound On Sound - July 2006           90 of 178 
A new 'performance trills' style allows users to play their own 
trills, using intervals from a minor second to a fourth. Although 
reasonably lifelike, this style doesn't sound quite as fluid as a 
real-life trill, and unsurprisingly, it can't come close to 
reproducing the blurring effect of a string ensemble performing 
their trills at different rates. However, it's good to gain control 
over the speed and volume of a trill. 
The violas' and cellos' '300bpm furioso runs' are quick, frenzied 
chromatic octave scales, fierce and bristling with bow noise, 
which will instantly energise arrangements, and the string-
ensemble 'upbeats', which were previously only available for 
brass, are repeated fast notes tacked onto the front of a short 
note. The fast double upbeats sound like the galloping strings in the opening of the William Tell 
Overture, yet another useful and exciting rhythmic effect. 
As mentioned earlier, VSL provide a set of basic 'strings orchestra' articulations which combine all four 
string ensembles (the patches are on Orchestral Strings I, but to hear the cello and bass samples you'll 
have to buy Orchestral Strings II). Since users can't create their own patches, it would be nice if VSL 
provided some more of these useful keyboard-split combinations  fast attack sustains and short 
staccatos are top of my wish list.  
The Bringer Of Jollity 
The Planets Suite is a popular work which requires an unusually large orchestra. Composer Andrew Blaney 
explains how he used VSL's massive library to create a sequenced version of Jupiter  The Bringer Of Jollity 
from Gustav Holst's classic score: 
"My setup is a dual 2.5GHz Mac G5, two Mac G4s and two 
Pentium 4 PCs. Each computer runs Native Instruments Kontakt 
and the PCs also run Gigastudio. I like to have all instruments 
running in real time, which explains the need for five machines. I 
have the VSL Pro Edition complete package in Gigastudio format, 
plus VSL's Horizon Series orchestral titles. 
"I copied and pasted zones from VSL Gigastudio patches into one 
big Kontakt patch per instrument/ensemble. I created large 
patches with up to 29 keyswitch groups for strings, woodwinds 
and brass (broken down into ensemble and solo instruments) so I 
could change articulations on the fly as I was recording. So during 
a take I was able to try out different combinations within a phrase." 
The arrangement uses 102 MIDI tracks, many of which show 
numerous keyswitched changes of articulation  for example, 
one piccolo part switches between staccato, sfz and vibrato short 
notes within the space of a few bars. It's clear that the extensive switching facilities of the Vienna Instruments 
could substantially reduce the number of separate tracks required for such a big score. 
On the subject of VSL samples, Andrew says: "It was the sheer number of options available that made a lot of 
the Jupiter arrangement possible. It's written for a large orchestra, including two harps  unusually, the 
Vienna library has two  and I used just about everything VSL had to offer. That's the beauty of the VSL 
libraries  choice. Every time I hit a difficult passage that felt impossible to pull off with samples, a bit of 
digging around amongst the articulations nearly always delivered the goods. The demo took about 18 to 20 
days." 
Andrew's excellent arrangement can be heard at www.vsl.co.at/en-us/67/3920/4697.vsl.  
UK composer Andrew Blaney in his home 
studio.  
Solo Strings 
VSL's admirable Horizon Series title Solo Strings duplicated the Pro Edition's solo violin and solo cello 
samples and added solo viola and double bass. The new 82GB Vienna Instrument of the same name 
adds a fresh set of articulations to this material. I used the Solo Strings violin to put the Vienna 
Instrument through its paces, and its 'performance legatos' (now featuring two dynamic layers) sounded 
as smooth and convincing as ever. A new 'performance legato fast' style injects more zip into legato 
deliveries  using the Speed control to automatically switch between the regular and fast-bowed 
legatos in response to my rate of playing created an even more lifelike violin legato performance. 
New 'Zigane' (gipsy) legatos feature built-in slides between vibrato notes. When used on their own, 
these beautifully played samples produce a plaintive, singing vibrato style evocative of the Chinese erhu 
fiddle. I used the mod wheel to throw in these slides occasionally over the regular and fast performance 
legatos; the result was a very organic-sounding and enjoyable violin patch which could handle Irish jigs 
and reels as well as orchestral pieces. The same was true of the solo viola and cello.  
Two patches layered within one cell. 
Sound On Sound - July 2006           91 of 178 
Zigane-style grace notes are also provided, ranging from one to four semitones  these pitch-slide 
gracings are more slow and deliberate than the nippy conventional grace notes. All grace notes, scale 
runs and octave-glissandi patches have a built-in 'A/B' keyswitch to select 'up' or 'down' versions.  
Chamber Strings 
Like Solo Strings, the Chamber Strings VI (42GB) borrows its name from a VSL Horizon Series title, 
reworks its samples and adds new content. VSL orchestral titles are not known for their rock & roll 
attitude, but the chamber strings' 'harsh' note repetitions introduced here could change that  their 
attack is so vicious that you can almost see the horsehair flying off the bow. The only drawback is that 
the heavy, drawn-out bow attacks tend to make the samples sound a bit late, so you'll have to slide their 
MIDI notes back in your sequencer to make them play in time. 
The six violins portamento (pitch-slide) legatos now have an extra quiet layer, which transforms an 
already emotive effect into something absolutely lovely. Once again, the pitch slides reminded me of an 
Asian stringed instrument, in this case the fabulous Indian sarangi. To see whether the VIs could cope 
with multiple layers, I layered the chamber violins, violas and cellos portamentos. They came up trumps: 
I ended up with three chamber string ensembles gloriously sliding between their notes in unison! 
If you're looking for an astringent, hair-shirt type of delivery, all the chamber string sections now have 
non-vibrato sustains. By way of contrast, the 'espressivo vibratos' let it all hang out  the violins' and 
violas' vibrato is completely over the top, but the cellos show more restraint. Once again, I found the 
attack of VSL's four-way 'chamber strings sus vib' patch too slow for comfort, but the wide range and 
elegant, dignified delivery of the cellos' vibrato sustains makes them a good writing tool. 
Many of the new articulations mentioned above are implemented in all four VI strings titles. A new, 
monophonic 'fast attack auto' option has been added to many sustained note styles; this allows 
separately articulated notes (including initial notes) to keep their original full attack, but legato playing 
triggers samples with shorter, fast attacks. The solo, chamber and orchestral strings now all boast a full 
contingent of natural and artificial harmonics (played on open and stopped strings respectively), the 
latter making a lovely gaseous, slightly wheezy atmospheric sound.  
Pricing 
Costing the Vienna Instruments is a tricky affair; they're available 
separately, and when the remaining five are released shortly, 
they'll also be available separately, or in a package of all 10 VIs 
together as the colossal Symphonic Cube. To complicate matters 
further, the cost of buying the instruments depends on what VSL 
products (if any) you already own; as you might expect, given that 
much of the sonic content of the new Vienna Instruments has 
been released before, existing VSL customers who've supported 
the Library's efforts in the past are being rewarded with discounts. 
However, the cost of buying the standard VIs is the same for 
everyone, which has left some formerly staunch VSL supporters 
gnashing and wailing; the discounts only come into play if you 
purchase the extended versions of the libraries. 
Fortunately, if you have access to the Internet, you can work out 
just how much your libraries and any extended versions you buy 
will cost you personally, including any discounts you may be due, with VSL's neat on-line Discount Calculator 
(see www.vsl.co.at/en-us/211/297/167.vsl). Here, it will have to suffice to give you an idea of the maximum 
these libraries could cost you; below are the basic prices for the standard versions of the individual Vienna 
Instruments, the basic (undiscounted) prices for the extended versions, and the undiscounted price of the 
entire Symphonic Cube. 
LIBRARY NAME  STANDARD LIBRARY  EXTENDED LIBRARY  FULL LIBRARY 
Solo Strings  230  297  527 
Chamber Strings  330  397  727 
Orchestral Strings I  330  397  727 
Orchestral Strings II  297  364  661 
Harps  117  130  247 
Woodwinds I  330  397  727 
Woodwinds II  284  364  648 
Brass I  330  397  727 
Brass II  330  430  760  
A scene from a session at VSL's Silent 
Stage for the new Horns I and Horns II 
virtual instruments. 
Sound On Sound - July 2006           92 of 178 
Percussion  264  364  628 
Symphonic Cube  2600  3537  6137 
All prices include VAT.  
Into The Woods 
Woodwinds I contains all the main ingredients for a woodwind arrangement: three of its four solo 
instruments (flute, clarinet and bassoon) starred in the Pro Edition and the fourth ('French oboe') has a 
Horizon Series title named after it. Each solo instrument has a corresponding three-player section, all of 
which appear on the Horizon title Woodwind Ensembles. 
The gimmick which won the French oboe its solo album deal is simple: unlike the Pro Edition's Viennese 
oboe, this little fellow plays with vibrato. In this collection, the oboe shows its less endearing side with 
some raucous flutter-tongue samples reminiscent of an oboe played through a fuzz box with a flat 
battery. However, the oboe's new fast interval legatos are a great asset, allowing the creation of 
beautifully smooth, quicksilver reedy runs. 
All instruments and ensembles in this 59GB collection have been fitted with the new 'performance trills' 
style. These looped deliveries are very versatile: using the Speed control to switch between 
performance legatos and the faster-speaking performance trills created a fluid-sounding solo flute patch 
which was great fun to play. The same approach also worked well for the bassoon and clarinet, though 
as I remarked when reviewing VSL's First Edition, some of the loud clarinet samples sound clipped to 
me. 
Of all the VIs' new performance styles, I enjoyed the arpeggios (four-note broken chords played by solo 
flute and clarinet) the most. As well as demonstrating VSL's manic attention to detail (they're played in a 
choice of two speeds, up and down across the instruments' full range in all keys, legato and staccato, in 
major, minor and diminished scales!), these superbly played arpeggios have an irresistibly attractive, 
lively quality  once you hear them, you'll be hooked. The same is true of the solo flute's 'mordents', a 
wonderfully adaptable set of double grace notes. 
Woodwinds I is an unmissable experience, but for the more luxurious shadings of alto flute, English 
horn, bass clarinet and the piercing tones of the piccolo, you'll also have to buy the sequel, Woodwinds 
II.  
Grand Finale 
It took me a while to get used to the switching capabilities of the VIs, so to say they have a 'zero 
learning curve' is a bit disingenuous. Having said that, the thinking behind their design is smart and 
logical, and the superbly nuanced, flowing performances they can produce are worth a little head-
scratching. In terms of sheer volume of musical choice, the five Vienna Instruments released so far form 
a landmark collection by which all future orchestral products will be judged. I'll have to reserve 
judgement on the content of the remaining five Vienna Instruments, which I'll be reviewing individually 
over the coming months, but all the indications are good. 
Newcomers to the field might find the VIs' performance options overwhelming, and the undiscounted 
prices of the full libraries are likely to strike fear into the bravest of hearts. But if you're committed to 
working with samples to reproduce the infinitely varied and subtle timbres, textures, performance styles 
and dynamics of a symphony orchestra, and you have time to plumb their depths, these instruments will 
yield fantastic musical results. Congratulations to Herb Tucmandl and the Vienna team  by sticking to 
their task so assiduously, they have created a wonderful musical resource.   
Published in SOS July 2006 
Sound On Sound - July 2006           93 of 178 
Yamaha MW12 
Click & Buy PDF 
Analogue Mixer & USB Interface 
Published in SOS July 2006 
Reviews : Mixer   
A compact analogue mixer that also acts as a stereo USB audio 
interface. 
Tom Flint 
The MW12 is a 12-channel analogue mixer with a built-in 16-
bit/44.1kHz USB interface, allowing a stereo mix to be sent directly to 
and from a Mac or PC. A copy of Steinberg's Cubase LE is bundled 
with the mixer, demonstrating just how keen Yamaha are to promote 
this part of its feature set. Without a computer attached, however, the 
MW12 functions just like any other hardware mixer of this size. First 
and foremost, the Yamaha MW12 is a studio-oriented product  it 
doesn't, for example, have any of the built-in effects that are often found 
in mixers of this size intended for live use. Nevertheless, its feature set 
includes a few output busses that could easily be routed to fold-back 
monitors, and the chassis, derived from Yamaha's MG-series live 
sound mixers, should withstand a few knocks.  
Inputs & Outputs 
Apart from the headphone jack output positioned on the top panel, all of 
the MW12's inputs and outputs are round the back of the unit (pictured above right). The mixer can be 
fitted with side brackets for mounting it on top of a rack, in which case having the I/O at the back would 
be ideal.  
Most prominent are the six phantom-powered XLR sockets, four of which are routed to the mixer's mono 
channels, together with four balanced quarter-inch jack sockets. Each of the four mono channels also 
has its own unbalanced TRS jack insert point, allowing a processor such as a compressor or gate to be 
inserted into the signal path between the EQ and fader.  
Stereo channels 5+6 and 7+8 are slightly different in that they offer three different input options. If just a 
mic is connected via the XLR, its signal is distributed to both the left and right channels. However, there 
is also a stereo pair of balanced jack sockets that take priority over the XLR if used. A mixture of the two 
input types can be achieved by plugging a jack into the right-channel input only. This automatically 
routes the XLR signal to the left channel and the jack signal to the right. A mono signal can also be fed 
to both sides by using just the left-channel jack input. 
The remaining channels, pairs 9+10 and 11+12, offer slightly different options again. There are left and 
right jack sockets, this time unbalanced, and these are joined by a pair of RCA phono connectors. The 
manual suggests that all four inputs can't be used together, but this is not quite correct. In fact, the jack 
and phono inputs simply get mixed together, albeit at a reduced level. The mixer's remaining inputs 
consist of a stereo aux return on balanced jacks and a pair of RCA phono inputs labelled '2TR In' which 
share the same input path as the signal returned from the computer via USB. 
As far as outputs are concerned, for the main stereo mix there is a choice of XLR or balanced TRS jack 
outs, plus a line-level stereo output on RCA phono sockets. The latter is labelled 'Record Out' and is 
intended for use when sending the mix to DAT, CD-R and other two-track recorders. The remaining 
outputs are all on balanced jacks  a pair for the Control Room output, a pair of outputs from the 
mixer's stereo group buss and two more carrying the send signals from aux busses 1 and 2.   
Features 
The four mono channels have identical facilities, headed by a gain control offering a 44dB range, a peak 
indicator LED and a high-pass filter (80Hz, 12dB-per-octave). The EQ is a simple fixed three-band 
design offering +/-15dB, with high, mid and low bands centred at 10kHz, 2.5kHz and 100Hz. The high 
and low bands are shelving filters, whereas the mid band is of the peaking variety.  
Sound On Sound - July 2006           94 of 178 
Next in the path are two aux send controls, the first of which has 
a pre-fade switch allowing you to take the send from either 
before or after the channel fader. A pan knob is followed by a 
button labelled 'ST' which turns the individual channel's routing 
to the main stereo buss on and off. A PFL (pre-fade listen) 
button feeds the channel's pre-fader signal to the headphones 
and Control Room outputs, while a button labelled '1-2' routes 
the channel output to the mixer's group buss, regardless of whether the ST button is on or not. The 
group has its own master fader and rear panel outputs so that it's possible to set up a custom stereo mix 
and output it separately. 
The first two stereo channels  5+6 and 7+8  have identical controls to the mono channels, however 
9+10 and 11+12 are missing the gain knob, peak LED and high-pass filter, and are best suited for 
receiving the returns from an effect processor connected to one of the Aux outputs, or for accepting the 
output of stereo sound modules with plenty of gain adjustment of their own. 
In the master section is the aforementioned stereo group fader, plus the master fader. There's a 12-
segment meter, a global phantom power on/off button, aux send and return controls and a level knob 
that controls both the headphone and Control Room outs. These outputs can be switched to monitor 
either the group or main stereo buss, and you can also route the group buss to the main stereo buss, 
should you wish to. 
The final control worth highlighting determines the level of the USB return signal, which can be sent to 
either the stereo buss or the control room/monitor buss. All of the mixer's 60mm faders are scaled to 
provide the most control around 0dB  the area from -10dB to +10dB occupies more than half of the 
fader's travel.  
Alternatives: 
Yamaha are not the first manufacturer to build a mixer with built-in computer interfacing. A Firewire option card 
is available for Mackie's Onyx mixers and the Alesis Multimix Firewire range offer Firewire interfacing as 
standard. A closer comparison to the MW12 might be Alesis' 12-channel Multimix 12 USB mixer, which also 
ships with Cubase LE and even includes a digital effects processor. It's a little cheaper than the MW12 but 
can't quite compete with the Yamaha's routing and I/O options. The Behringer Xenyx 1222FX also costs less 
than the MW12 and comes with an external two-in, two-out USB audio interface.  
Sound Tests 
I tested the performance of the MW12 by feeding it and my Behringer Eurorack MX1602A mixer the 
same audio source. The Behringer is a cheaper product with a lacklustre EQ, but I'd previously tested its 
'ultra-low noise' preamps against those of an Allen & Heath Mix Wizard and they'd fared quite well, so I 
consider it to be a good benchmark. Having matched the levels as closely as possible I concluded that 
the Yamaha behaved a little more evenly across the audio spectrum and seemed a touch less noisy 
than the Behringer, although the difference in gain scaling made it impossible to come to any definite 
conclusions.  
The MW12's preamps do begin to get rather noisy when they are pushed to their maximum level (as 
most designs tend to) but you only have to back off the gain about 10 percent before it ceases to pose a 
problem, and I found that there was more than enough gain for me to DI my electric guitar without 
having to push either the preamp or channel fader to its maximum.  
Sound On Sound - July 2006           95 of 178 
Having three bands of fixed EQ is limiting, as it pretty much rules out 
the possibility of making any really precise adjustment to an input 
signal. Nevertheless, Yamaha seem to have picked the right filter 
shapes and frequency points to ensure the EQ is effective as a general 
tone shaping tool on the majority of sound sources. What's more, even 
the most extreme boosting and cutting still sounds quite natural, which 
in my book is the mark of a good EQ. It would, however, be 
advantageous to have a bypass button as this makes it quick and easy 
to A/B any adjustments against the un-EQ'd signal.  
USB Output 
Recording the USB output into the supplied Cubase LE software is 
fairly straightforward, although it is necessary to follow some of the 
setup instructions in the manual in order to establish the correct signal routing. On my PC, the Device 
Wizard was summoned when I connected the mixer, adding the USB Audio CODEC to the Cubase LE 
ASIO Multimedia setup window. I was then able to select the MW12 as the default device and as the 
active I/O ports, as advised in the manual notes. 
From then on recording is simple, even if establishing the optimum monitoring setup is less so. The ST 
switch of each mixer channel determines whether the signal is sent to the USB port, and this routing is 
made post channel fader, pre master fader. The output level from the computer is controlled by the 
mixer's 2TR In/USB knob, but it's necessary to route the incoming signal to the control room buss rather 
than the main stereo buss to avoid re-recording it during overdubbing. Overdub monitoring level can be 
set against the pre-recorded playback without affecting the recording level by using the master fader. 
There were no problems with latency, but there was a considerable amount of noise present when 
monitoring the USB return, although this didn't affect the quality of the recorded audio.  
Conclusion 
The MW12 is designed with flexibility in mind so that the user can make the best possible use of its 
limited channels and I/O in whatever setup they have. If, for example, you are not using an external 
effects unit in the aux loop, the inputs double as a spare stereo input, while the group buss could be 
used to feed custom mixes to anything from stage monitors to effects modules. The insert points on the 
four mono channels are a definite plus point too, as they open up the possibility of using dynamics within 
the signal path. 
Semi-pro mixers typically come with output options for feeding the stereo signal directly to DAT 
machines or tape recorders, but now the home computer can be added to the list, and getting a copy of 
Cubase LE bundled free is a definite bonus. There are a few minor complaints to make  globally 
switched phantom power is a touch restricting, there's no EQ bypass switch and the USB output is noisy 
 but nevertheless, for the price, Yamaha are offering a very well-designed mixer.   
Published in SOS July 2006  
Sound On Sound - July 2006           96 of 178 
Producing Eminem & Fiona Apple 
Click & Buy PDF 
Mike Elizondo 
Published in SOS July 2006 
People : Artists/Engineers/Producers/Programmers   
Mike Elizondo has gone from being Dr Dre's right-hand man, co-
writing some of the biggest hip-hop hits of recent years, to 
being an innovative producer in his own right.  
Paul Tingen 
He might not be a household name, but Mike Elizondo 
has been involved in the making of an astonishing 
number of hit recordings. Since his credits first began 
appearing on official releases 10 years ago he has, as a 
bassist, keyboardist and guitarist, performed on albums 
by a strikingly wide range of artists, among them the likes 
of Eminem, 50 Cent, Jay-Z, Ice Cube, Dr Dre, Snoop 
Dogg, Xzibit, Macy Gray, Sheryl Crow, Ry Cooder, Avril 
Lavigne, Ricky Lee Jones, Gwen Stefani and many, many 
others.  
The high proportion of hip-hop artists in this list reflects 
Elizondo's close partnership with Andre Young, aka Dr 
Dre. Elizondo worked on the instrumental version of the 
producer's 1999 solo album 2001, and the pair ended up 
co-writing and co-producing. As a team, Elizondo and Dre were the creative forces behind the 
music for recent mega-hits like 'The Real Slim Shady' and 'Just Lose It' by Eminem, 'In Da 
Club' by 50 Cent, 'Let Me Blow Your Mind' by Eve featuring Gwen Stefani, 'Family Affair' by 
Mary J Blige and several more. Since then, Elizondo has begun producing in his own right. 
Fiona Apple's Extraordinary Machine was the first entire album he single-handedly produced, 
and has attracted universal acclaim, while he also worked on Pink's latest album I'm Not 
Dead.   
No Boundaries 
Speaking from his home in Los Angeles, where he lives with his wife and three young 
daughters and has a state-of-the-art recording studio, Elizondo reflects: "My father is a 
professional musician and an avid record collector, so I grew up with a very broad sense of 
what kinds of music are available. Everything from P-Funk to Al Green, to Jimi Hendrix, to the 
Beatles, John Coltrane, everything. I was really fortunate to be able to listen to music without 
boundaries. In working as a bass player, songwriter and producer I try to take the same 
approach, which is to have no boundaries and just be open to the different experiences that 
come up. I don't want to be pigeonholed.  
Photos: Eden Bakti 
Sound On Sound - July 2006           97 of 178  
"I began playing piano at age nine, saxophone at age 12, 
and bass aged 14 at high school because there were no 
other bass players, so I did not have any competition and 
could immediately become the best bass player at school! 
The reason that playing bass stuck was that the role it 
has, whether you're playing acoustic or electric or 
keyboard bass, is very appealing to me, because you are 
the link between the rhythm and the melody. I also enjoy 
not being the lead singer or lead guitarist, instead 
remaining in the background, knowing that I have an 
integral role but that not everyone is watching me."  
Similarly, as a songwriter and producer Elizondo plays a 
fundamental part in the creation of music, without 
attracting too much attention. For him production and 
playing bass are complementary activities. "It appears to 
me that a great number of bass players are able to hear 
everything in an arrangement, what the drums and the lead vocal and the harmonic 
instruments are doing, and then wrap themselves around this. Without a doubt this means 
that you're listening to music in a production sense. I love being around the process of making 
music, whether it's producing, writing a song, or just playing bass. I get equally excited about 
these things, which is why I'll continue to do session work. But of course with so many 
production opportunities now coming my way, I'm very selective about the sessions that I 
choose to do."   
Joining The Firm 
Elizondo's career-defining moment occurred when he first joined Dr Dre in 1996, at the age of 
24, for the recording of The Firm (featuring Nas, AZ and Foxy Brown), on the 
recommendation of an old school friend, Richard 'Segal' Huredia, who was working as an 
engineer with Dre. Elizondo was at the time also working with big-name producers like T-
Bone Burnett, Matthew Wilder, Matt Wallace, Glen Ballard and Steve Lindsey, but it was his 
work with Dre that took him to another level.  
"I came in and played some bass lines on a few songs, and fortunately we hit it off musically," 
recalls Elizondo. "He kept calling me for more sessions, and this evolved into me participating 
more with songwriting, beginning with Eminem's 'The Real Slim Shady' [2000], and then 
moving into production. The things I did with the other producers opened up opportunities as 
well, but Dre gave me my first writing and production 
credits." 
'The Real Slim Shady' was released as a single and as 
part of Eminem's The Marshall Mathers LP (2000). "The 
album had already been mixed," explains Elizondo, "and 
we had some time to kill in the studio, and that song 
arrived in the same way all the others had. Basically, we 
began with a drumbeat that Dre programmed into an 
MPC3000. At the time we were working with a keyboard 
player called Tom Coster Jr, who had this harpsichord-
like sound, and I was playing bass, and we 
simultaneously came up with the parts that evolved into 
the track. Eminem was in the studio, and when he heard 
the piece he immediately reacted to it, and had a concept 
ready to go. I later doubled the electric bass with a 
keyboard bass that I had programmed on a Nord Lead.  
Mike Elizondo's main instrument is still 
bass guitar, and he is an in-demand 
session player.   
Recording at Phantom Studios is 
handled by a large Pro Tools rig and an 
SSL AWS900 controller/mixer. 
Sound On Sound - July 2006           98 of 178 
"The MPC is Dr Dre's priority instrument, above anything else. It has become a staple in so 
many forms of music because it is very musical and intuitive. We have a lot of sound libraries 
for it at our fingertips. We sometimes use a sample from a record to create a small loop and 
maybe layer it with a kick or snare, but in general Dre likes to have all parts separated, and so 
prefers to program everything in the MPC. When you have a loop there's only so much you 
can change in the balance by adjusting low end or high end. So the drumbeats were usually 
started from scratch in the MPC. 
"The MPC is the session brain from which the MIDI clock is run as well. During the sessions 
with Dre we set up with maybe two or three musical stations, and my station will have a guitar 
rig and a bass rig and a soft-synth rig, which is basically a G5 with everything from Reason to 
Logic and a whole library of sounds and samples and soft synths. I have Native Instruments 
libraries and the ESX sampler in Logic. I also have a loop machine that receives MIDI clock 
and that allows me to loop a guitar or bass. It might be a four- or eight- or 16-bar idea, and I 
can punch myself in and out of a particular loop that is synced up to the MPC. 
"The main loop machine that I use is called a Repeater, made by a company called Electrix. 
It's primarily made for DJs to grab bits and pieces of records, have MIDI if they're 
programming drumbeats, and they can then loop things and have it be in time. You can also 
plug your bass into it, or a Fender Rhodes, anything, and it allows you to record in time to a 
MIDI clock. As for the G5, at the time it was the only Apple machine with a processor powerful 
enough to allow for extensive layering of sounds without crashing. Now that Apple have come 
out with laptops with the Intel Core processor you can get the power of a G5 in a laptop." 
Several other mega-hits in which Elizondo was involved, like 'In Da Club' by 50 Cent and 
'Family Affair', by Mary J Blige, came into being according to a similar process, with Dre, a 
keyboardist and Elizondo working on backing tracks. "On a good day we'll get anything from 
10 to 15 ideas in one session," says the bassist. "Rather than separate all the sounds, we 
make a decent stereo mix of an idea, record it, and move on to the next idea. We used to 
record to DAT and now record to CD-R, but the aim is the same: to quickly catalogue all the 
ideas we have. The engineers make notes of all the sounds, so that when the artist comes 
along and he wants to work on a certain track, we can immediately recall everything. 
"Dre and I had written 'In Da Club' for a different artist and it sat around for a few months, until 
50 Cent came into town and we played it for him. He immediately gravitated towards it, 
started writing, and very quickly got the hook and the intro. That track was finished pretty 
quickly after he started to work on it. 'Family Affair' was again Dre with an MPC3000, myself 
and a keyboard player throwing out ideas. Mary J Blige added her vocals to that track."  
The Human Machine 
Perhaps the most crucial piece of kit in Mike Elizondo's arsenal is the son-of-MPC3000, the MPC4000. 
"The MPC4000 is the machine I learned my sequencing skills on, and it continues to be the quickest 
way to sequence for me. I've done a lot of sequencing in Logic as well, but I know how to operate the 
4000 without thinking. So I often use sounds in Logic, but sequence them with the MPC. For me, 
working with a computer is very different than with a workstation. There are certain inaccuracies that 
allow dedicated machines to feel almost human-like. They are very intuitive, you can get a great feel out 
of them, and it's easier to manipulate things to feel a certain way. The MPC4000 has a certain feel, just 
like the old SP1200 drum machine had a certain feel, or the Roland 808. 
"One issue big for me are the computer screens. What did we look at while making records not so long 
ago? Nothing. Now we all look at screens and sometimes I wish we could go back to the days when we 
just listened with our ears. I have my screens set up in such a way that I can move them away from the 
mixing monitors. That definitely helps at times. Computers are great tools, but I don't necessarily like 
looking at them. I have separated my computers into two separate rigs. One computer is dedicated to 
soft synths and keyboard sounds, and another is set up for Pro Tools. When I'm working in Pro Tools I 
don't want to be dealing with keyboards, and vice versa. Even so, I'm still most comfortable working with 
the MPC4000. I may abandon it in the next few years and only do things in my computer, but my journey 
hasn't led me there yet."  
Sound On Sound - July 2006           99 of 178  
Over The Top 
"Once the vocals are laid down, we get into a different mindset, focusing more on the overall 
arrangements, where you try to make certain sections, like the chorus, come alive. With hip-
hop you have four or eight bars repeated over and over again, and the trick is to make that 
interesting, trying to get an arrangement where there may be a sound in the second verse 
that's nowhere else in the song. It may be subliminal, but might give a certain mood or 
texture. Even though the basic track in hip-hop tends to stay the same throughout, you are 
embellishing parts, based on the rhythm of the vocals or what is being talked about lyrically. 
"Embellishing is a matter of trial and error, trying different parts, different keyboard sounds 
and sections, for instance, on 'In Da Club', an eight-note guitar part in the chorus to make that 
come alive, and so on. With 'Family Affair' we adjusted the arrangements in relation to her 
verse, chorus and bridge. I think we added a string part after the second chorus, where she 
goes into this really swirly vocal thing. We probably also added some Fender Rhodes chords 
here and there or some string pads, to embellish the mood of what she sings. By contrast, 
Eminem's 'Just Lose It' didn't need a lot of extra stuff, 
because his vocals carried most of it. 
"Each song has its own challenges. Even though it is the 
same harmonic progression, you can do things to really 
lift certain sections, to make it sound as if there is some 
sort of form to the song, as opposed to just a bland loop 
without any changes. It's actually very challenging to 
make a four-bar loop or chord progression sound 
interesting for three and a half minutes, to make it sound 
like the chorus is lifting up for instance. A lot of these 
embellishments happen as we are simultaneously mixing. 
Dre is very hand-on with the mix, and he'll make 
suggestions to add parts or bring certain things out."   
Going Digital 
Surprisingly, it wasn't until Eminem's fourth album, The 
Eminem Show (2002), that Dre and Elizondo made use of 
digital recording. Elizondo gives the lowdown on why they 
stuck with analogue for so long. "The first two Eminem 
records we worked on, The Slim Shady LP [1999] and 
The Marshall Mathers LP [2000], were recorded to two-
inch analogue, basically for sonic reasons. Sound quality 
is really important for Dre, and he's extremely in tune with how things fit in a track. I learned a 
lot from watching him and the attention to detail he has  the amount of time he can spend 
on just getting a snare or a bass drum sound. But once Pro Tools stepped up their game in 
terms of sonic quality with the 192 audio interfaces and HD, we began using that, mainly 
because of the speed with which you can work. 
"With analogue you have to take out the razor blade to do edits, but with Pro Tools you have 
this instantaneous ability to move things around. When we used analogue we were more or 
less obliged to play parts from beginning to end, all the way down. Even as you tried to play it 
like a loop, you still had a human element to it. Now with Pro Tools we have the option of 
looping things. It depends on the track whether you want that human element to it, or have 
everything just totally locked. On 'The Real Slim Shady' I played the bass line all the way 
down, but 60-70 percent of 'In Da Club' was sequenced.  
Some of the rackmount gear at 
Phantom Studios. Left, from top: 
Manley line mixer, MOTU MIDI 
Timepiece synchroniser (x2), MOTU 
828 interface (x2). Right, from top: 
Alesis Masterlink CD master recorder, 
TC Electronic Fireworx effects, Yamaha 
SPX200 effects, API parametric and 
graphic EQs, Tube-Tech CL1B 
compressor and Teletronix LA2A 
compressor. 
Sound On Sound - July 2006           100 of 178 
"By the time we did [Eminem's 2005 hit] 'Just Lose It', we had completely embraced the Pro 
Tools process of working. That song had a lot of sequencing. I think the bass sound came 
from a Minimoog soft synth made by Arturia, while the main keyboard riff came from a soft 
synth called Plastix, and there was another sample that [keyboardist] Mark Batson played, 
which was a random snippet of a percussion part from a sample library. The song was mainly 
soft synths, all done in the G5."   
Phantom Power 
By the time Elizondo worked on 'Just Lose It', he had established an impressive pedigree as a 
co-writer and co-producer on a range of massive hits. The co-production credits with Dre 
were in recognition of, said Elizondo, "my involvement in the bulk of the music and having a 
hand in the arrangements". All this resulted, one imagines, in the Californian having a tidy 
sum of money at his disposal, and like many musicians in his position, he set up his own 
studio. Called Phantom Studios, it is based around an SSL AWS900 analogue mixing 
console/DAW controller and three Pro Tools 192 units.  
"The studio has about 1000 square feet of floor space, and there's a live room, a control room 
and a lounge," explains Elizondo. "Because I have a family, I wanted to have a studio close to 
home. I also wanted a studio where I would have everything I need, and am able to create on 
the spot. And I wanted a studio that would be comfortable enough for established artists, yet 
where I can also work with people who don't have a budget or deal. To be able to do what I 
want is to me the greatest freedom. 
"When I first built the studio I had a Pro Control in here, 
and soon after the studio was completed SSL announced 
the AWS workstation, so I had to move things around to 
have that wired in. Having that console is a huge 
advantage to me: it's an analogue mixer with SSL EQs 
and everything, and it also enables me to control Pro 
Tools. It's great to do everything in Pro Tools and then be 
able to separate things out across 24 channels for mixing. 
"I like to embrace both the analogue and the digital 
worlds. I like to juxtapose some of the digital harshness 
with analogue warmth. I have lots of different analogue 
boxes, like Urei 1073, API 5050 and 5060, Avalon, 
Universal Audio, Urei 1176, Neve 2254, Manley line 
mixer, and so on. It's a combination of older and newer 
gear. I also have a lot of microphones, like the Telefunken M250 that's great for vocals, the 
Royer 122, which I love, and I'm a big fan of the Blue Bottle, which is probably the most 
versatile microphone I have. Unbelievable. I also have a couple of C12s, U67, U47, 
Sennheiser microphones, SM57s and so on."  
While the AWS plays a crucial role in integrating this wealth of analogue kit with Elizondo's 
digital system, he's far from a retro man. "I'm plugged in like crazy," he says. "I have every 
plug-ever in made, everything from Waves stuff to Digidesign stuff. I recently received the 
Waves SSL plug-in, which gives you an amazingly accurate compressor and EQ based on 
the signal path of what I think was a G-series SSL strip. 
"I'm also a big fan of soft synths. There's nothing that beats the real thing, like a Fender 
Rhodes or a Wurlitzer, but in the context of a track you're not going to pick up all the missing 
nuances between reality and a soft synth. Not everybody can afford every synthesizer in the 
world, let alone have space for them. At the same time I have picked up a number of 
keyboards over the years, like the Fender Rhodes, a Wurlitzer, an old Clavinet, Minimoog, 
Prophet 5, Roland Jupiter 8, Oberheim OB8 and Juno 106. I love the original keyboards and 
fortunately have the space and means to put them here."    
The live room at Phantom Studios. 
Sound On Sound - July 2006           101 of 178 
A Second Bite Of The Apple 
Elizondo has had his studio up and running since the autumn of 2004, and immediately put it 
to use writing, recording and producing songs with Pink for her I'm Not Dead CD (from their 
sessions, only the track 'I Got Money Now' is included on the album), and most notably, as 
player, arranger and main producer on Fiona Apple's Extraordinary Machine  an album 
which had a tortuous gestation period. Despite the fact that Apple's first two albums had gone 
platinum in the US, Sony/BMG refused to release her third album when she delivered it in the 
beginning of 2003. Made with arranger/producer Jon Brion, the label judged it too arty and 
abstract. Furious fans began a campaign for its release, and eventually Apple and her record 
company started talking again. The singer was perhaps moved by the fact that when tracks 
from the album were leaked on the Internet, many agreed with the record company that the 
carnivalesque orchestral arrangements were laboured and indulgent. Apple agreed to re-
record her songs with another producer, and in the beginning of 2004 hooked herself up with 
Elizondo.  
"I was presented with the material that Fiona had worked 
on with Jon Brion, and for one reason or another she 
wanted to hear different interpretations of them," recalls 
the bassist/producer. "I used his versions to learn the 
material, sitting down at the piano to work out the chord 
progressions and get a sense of what Fiona was doing 
vocally. I didn't use or borrow anything from what Jon had 
done. Not to say that Jon's versions were demos, but I 
get presented with artist's demos to work from as a 
springboard a lot of the time, and working like this was no 
different. I would do two or three songs at a time, and 
then presented them to her." 
Elizondo declares himself a big fan of Mitchell Froom, and 
his production on the Fiona Apple album certainly recalls 
Froom. Strange sounds come in and out all the time, 
without distracting from the songs. "The album was 
actually recorded before my studio was finished," explains Elizondo. "So it was done in a 
bedroom here in the house while my studio was being built, with Pro Tools and a small little 
controller, and some Neve modules.  
"I would lay down the basic tracks and then I brought in other musicians to embellish things. 
We used a combination of soft synths and real keyboards for the keyboard sounds. There 
were some Mellotron and Chamberlin sounds from a library, and in other cases we used the 
real thing. Sometimes we went to Gigastudio for some cool string sounds or some harp 
sounds, thing like that. To be honest, we used whatever was available to us on the day. 
Those weird sounds at the beginning and end of 'Get Him Back' for instance are from the 
library of Keefus Ciancia, one of the keyboardists. On the track 'Timps' I programmed a 
rhythm on the MPC4000 that I thought would sound cool with Fiona's vocal, and then we 
layered that with real marimbas, vibes, piano, a whole load of keyboards, and I played 
Minimoog bass on it. I felt that Fiona's piano parts called for something ethereal. 
"We tried to create something unique for each song. I like to push the envelope and come up 
with interesting sounds and arrangements, while at the same time serving the artist's vision." 
At this, he's been more successful than most.   
Published in SOS July 2006  
Some of Elizondo's many vintage 
keyboards: from top, Moog Opus 3 
string machine, Moog Prodigy synth 
and Wurlitzer EP200 electric piano. 
Sound On Sound - July 2006           102 of 178 
Quality Matters! 
Paul White's Leader 
Published in SOS July 2006 
People : Industry/Music Biz   
We often hear stories from readers who have bought lots of good-quality recording equipment 
but who are still unhappy with the results they are getting. Sometimes the reasons for this are 
easily diagnosed, but in many instances, it is because the user has lost sight of the fact that 
the technology is there only to record music, not to create it. Stick up a microphone and it will 
record what it hears, and if it is a very good microphone connected to a very good 
preamplifier, then the chances are that it will record what it hears pretty accurately. The 
problem is that the performance or the sound of the instrument being recorded may not be up 
there with the quality of the recording system, in which case no amount of expensive 
upgrades will solve the problem. For example, switching from a 100 microphone to a 2000 
mic when the real problem is worn-out guitar strings or a badly set-up guitar with intonation 
problems won't help anybody aside from the company that 
makes the expensive microphone. 
During the course of our Mix Rescue series, I've been faced 
with a number of guitar parts that have been recorded well 
enough but have had tuning issues. These may have been 
slight enough to get away with live, but on a recording, 
particularly where the guitar part is exposed, they stand out 
like a sore thumb. It can't be stressed too highly that if the 
tuning and timing of the performance isn't right, there's a 
very limited amount that can be done to make it sound good. 
To date, automatic tuning software can only work with 
monophonic sources such as voices, and not with guitar 
chords. Guitar tuners are cheap and practice is free, so be critical of your recordings and do 
them again if there are audible timing or tuning issues. 
Another common problem is that rather than get in a bass player, some musicians have a go 
at playing the part themselves, and while they may hit the right notes, they often don't pick the 
strings with the required degree of conviction, so the sound becomes messy and unfocused. 
You can only do so much with EQ and compression  give me a well-played track over a 
screen full of remedial plug-ins any day. 
The other issue of course is that the microphone doesn't just hear the instrument or voice at 
which it is pointed, but also spill from other instruments, noise from elsewhere in the house, 
passing traffic and, possibly most serious of all, room reflections. In a small domestic studio, 
room reflections are seldom constructive and usually serve only to make the sound appear 
boxy, coloured and difficult to mix. Despite the emphasis on acoustics in our Studio SOS 
series, it seems that acoustic treatment, both in the control room and in the studio area, 
receives far less attention than it should. Just by making sure that the room you record in is 
quiet and that the area around the performer is acoustically absorbent (using foam, sleeping 
bags, duvets or even proper acoustic baffles), you'll make much better recordings that are a 
joy to mix, rather than constantly challenging your salvage abilities. It's just like photography 
in many ways  put something good looking and well lit in front of the camera, press the 
button and the chances are you'll have a good picture, even if you don't have state-of-the-art 
equipment. Recording equipment today tends to be very good, even at the budget end of the 
market, and it all has the ability to capture a musical performance with adequate quality. That 
performance though, is entirely down to you. 
Paul White Editor In Chief 
Published in SOS July 2006  
Sound On Sound - July 2006           103 of 178 
Recording David Gilmour's On An Island 
Click & Buy PDF 
Andy Jackson 
Published in SOS July 2006 
People : Artists/Engineers/Producers/Programmers   
David Gilmour's chart-topping solo album was recorded on his 
own Astoria houseboat, a floating slice of studio heaven. 
Engineer Andy Jackson describes the making of the album. 
Paul White 
On An Island, David Gilmour's third solo album in around 
30 years, was one of the most high-profile releases of the 
year, yet it was recorded and mixed mainly on David's 
Thames-based houseboat studio, the Astoria, which has 
little more space than some of the home studios I've 
visited. Admittedly it is kitted out with Pro Tools and a 
lovely Neve analogue mixing console, and it has an 
enviable microphone collection, but a lot of what ended 
up on the final album started out as David's self-
engineered demos. These were made in his home, before 
subsequently being sifted and reworked with the help of 
his friend and neighbour Phil Manzanera, who Gilmour has known since before Phil joined 
Roxy Music. Of course any project of this size needs a safe pair of hands in the engineering 
seat, and that task fell to Andy Jackson, who's worked with David Gilmour and Pink Floyd for 
well over two decades. Indeed, this interview had to be postponed for a week or so when 
Andy was called upon to step in and mix a couple of Gilmour's live tour dates.  
"I started in 1976 when I got a job at Utopia Studios, which was came about after writing lots 
and lots of letters. One of the engineers there was James Guthrie, and I kind of paired off with 
him  we tended to work together all the time with me as his second. When he left I moved 
up, and when the movie for The Wall album came along, he needed more bodies and asked if 
I could help with that, which I did. That film turned into the Final Cut album, and after that I 
never escaped  I did a solo album with Roger, a solo album with David and it just rolled on 
and on. James moved to the States so I became the engineering branch that did everything 
here. That was 1981, and here I am 25 years later still doing it!"   
Bringing Things Together 
A lot of the album's songs started life as bits and pieces David had been working on over the 
years, and he enlisted the help of Phil Manzanera in a production role to help him go through 
his ideas and see which ones fitted together. It was at this stage that Andy first heard the 
ideas. "It was all on hard drives as Pro Tools Sessions, as David has a Pro Tools setup at 
home, and as a musician/engineer, he's good. He also had a couple of really nice mics, 
Mastering Lab mic amps and EAR compressors, which we'd marked up with Chinagraph, so 
what we got in was pretty good. He'd started off with over 100 different ideas, where an idea 
could be as simple as just a few bars of chords or it could be an almost complete song. This 
was quite familiar to me as Floyd albums also tended to start life like that. He'd worked with 
Phil Manzanera to whittle it down and to see which bits might work together, moving it more 
towards finished songs.  
Photos: Polly Samson 
Sound On Sound - July 2006           104 of 178 
"The indulgent part of the project was that we went into Abbey 
Road Studio One with a band and screened it off to one third of its 
size with a curtain. We used a six-piece rhythm section just to 
knock some of the ideas about really. Then we did another 
session in Studio Two, which was more of a rock band. The first 
session was more of a jazz band with Jools Holland on piano, 
Chris Stainton  Nick France on drums. It also included Bob 
Close, who had been with Floyd in the old days when they were 
still the Abdabs or whatever they were. He's a good jazz guitarist 
so we cut a few tracks like that. This was all recorded 
simultaneously to Pro Tools and analogue. We all liked the idea of 
doing everything analogue but I thought that it just wouldn't happen  Pro Tools is like being 
a kid in a sweet shop and you're just not going to not do that stuff! You move things, copy 
things, tighten things up and all the other things we can do, and what I didn't want was for us 
to record on analogue, copy it into Pro Tools for editing, then copy it back to analogue again! 
So I was fairly insistent that we recorded to both at the same time, which was a bit tricky, but 
we're fairly body-heavy and we had the people so that's what we did. 
"This was forming the backbone of the album up until the time we broke for the summer 
holidays and everybody took away a CD of work in progress to listen to. Then David came 
back and said he didn't like it  he wanted to go back to his demos so we started again. In 
fact on 'Take A Breath', the drum track that we recorded survived, and we managed to pull 
some of Jools's playing and some of Chris Stainton playing off those sessions, then lined 
them up with the demos so we could use it. At that point we were still trying to keep as much 
as possible on analogue but then David brought in Chris Thomas to oversee the workflow  
to wield the cattle prod and get it done. 
"One of the things Chris felt is that a lot of the tempos were too slow. It's a fairly laid-back 
album anyway, completely overtly so, and David's never been apologetic about that. He said 
'That's where my head's at, that's what I want to do.' But Chris still felt some of the tracks 
were too slow so we ended up, after a lot of experimentation, time-compressing some things 
using Serato Pitch 'n Time in Pro Tools, which is generally regarded as being the best-
sounding time-manipulation plug-in out there. The time-compression was a very laborious 
process, but fortunately somebody else did it  listening to each part, deciding which 
algorithm worked best for which type of material! This was all done on a second Pro Tools rig 
in another room. 
"There were a few things Serato didn't do so well, but we 
got round it. For example, it really messed up the kick 
drum  it added some kind of backwards echo  so we 
just took some of the uncompressed ones and replaced 
them manually, lining them up in the waveform display. 
That didn't take as long as you might think  maybe half 
an hour to an hour per song. It also enabled us to find a 
good loud one, a good quiet one, which suited Chris as 
he likes the kicks to be consistent and well behaved. It 
worked fine and it didn't end up sounding like a drum kit 
made of bits. 
"It sounds like a lot of cutting and pasting but we did 
really try to keep some sense of performance. In fact some of the smaller songs, such as 
'Walk Yourself Weary', are 90 percent David's demos. In some ways that gives it more of a 
relaxed feel than if he'd tried to replace some of the parts later. 
"'Take A Breath' comprises two pieces that were originally very different  they were even at 
different tempos and I can't remember now whether we kept the tempo changes or used time-
stretching to get them the same. But there's very little of the original that survived, whereas 
something like 'Smile' is almost entirely David's original demo. That's why I insisted we say 
the album was recorded by me and him because he did so much of the original recording. If 
it's good I get the credit and if it's bad he gets the blame!"    
Abbey Road Studio One was used to 
track live band recordings of some of 
the songs on On An Island, but most of 
the resulting recordings were scrapped. 
Sound On Sound - July 2006           105 of 178  
Grounding On Water 
Having a recording studio on a boat must throw up a few unique technical issues, especially where 
grounding is concerned, and I wondered whether the Astoria was equipped with a copper anchor! "I've 
always thought we should just ground it straight into the river but no, we have gone to great lengths to 
optimise the electrics there, including fancy cable and the whole works. I do the same here in my 
mastering studio  it's all esoteric cable, exotic mains leads and a special braided grounding cable. No 
doubt I'll be shot down in flames about this, but when I changed the regular earth cable for the woven 
one it sounded better, even though the grounding was electrically fine before." 
I was interested to hear this, as we've tried to do listening tests on cables in the past and we sometimes 
hear quite big differences, but the results are hard or impossible to replicate when you take the cables to 
a different studio. "Absolutely," agrees Jackson. "I've found exactly this when I go to James Guthrie's 
place in Northern California, being pretty adamant about how I want to do something because it works at 
home. Then we find it sounds totally different in his room so we have to come up with a different 
solution. That's really annoying because the subject of cables is such a minefield anyway! I've got to the 
point where I just call it voodoo and let somebody else worry about the physics behind it. I set myself up 
to be shot down in flames and then just ignore the people who are doing the shooting! 
"What works works. For example, we have a couple of EQs racked up in the studio that came from a 
Decca broadcast console, which we call the 'better box', because even with no EQ applied, everything 
you pass through it sounds better. It may be because it has a couple of big, fat audio transformers in it 
adding a bit of second-harmonic distortion, and we like to hear second harmonic."  
An Easy Person To Record 
David Gilmour's voice and guitar are both very distinctive, but according to Andy, there's no 
mystery about how he records them. "Actually, it's very straightforward  voice  nice 
microphone, nice mic amp, nice compressor. There you go. For reverbs I tend to be old-
school and use an EMT plate. I had a couple of plates and a Lexicon Hall  that was our 
palette. The vocal chain starts with that Sony tube mic with the heatsink on the side, the 
C800G, and it is the most fantastic microphone. We have a couple of those, one in the studio 
and one for David to use at home, which is another reason his demos sounded so good. That 
feeds an old Neumann V72 mic preamp and then EAR EQs and compressors like the ones I 
use here in my mastering system. I would compress his voice but only fairly gently with a 
tickle of 2:1, then maybe do that again on the mix. That's with the exception of the rock songs 
of course, which were completely mashed in a Fairchild! The thing is, David makes my life 
easy  stick him on the phone and he sounds great! He is not a difficult person to record  
great technique and a great voice." 
During live Pink Floyd concerts, David Gilmour was 
renowned for using a lot of guitar effects and big 
amplifiers. I was curious to know what setup he used for 
recording. "Everyone asks what reverbs David uses, and 
the answer is none! He uses delays, and it's usually 
around 700 milliseconds or so. That's on his pedalboard, 
but apart from that there's probably only one or two 
different distortion boxes and maybe a compressor. It's 
not that complex  it's just finely tinkered with and he's 
got some nice guitars and good fingers. The amp was 
generally an old Fender Tweed Twin Reverb, with a little 
bit from his Hi-Watts occasionally. When he's recording at home, he just kind of sticks that 
Sony mic in a non-specific place in front of the speaker and I tried to replicate that in the 
studio, but it wasn't really working in our room. Chris wanted to stick an SM57 on it, maybe 
four inches from the grille cloth and a bit off-axis, but then I put a Coles 4040 ribbon mic next 
to it, dead in the middle of the cone, and we found that mixing that in behind the 57 really 
worked. What you hear is mainly the 57, but when you bring up the Coles, the sound just 
goes 'expensive'. Nearly all the guitar I recorded ended up being done like that  you just 
have to be really careful about the mic positions and make sure both are exactly the same 
distance from the speaker.  
"Some of the guitars would be from David's home recording as he has a similar amp and 
effects setup at home. In fact on the guitar solo for 'On An Island' where there are two guitars, 
the first is a Les Paul and the second one a Strat. He recorded the Les Paul at home using  
Andy Jackson in his mastering suite. 
Sound On Sound - July 2006           106 of 178 
the Sony mic and I recorded the Strat in the studio using the SM57 and the Coles ribbon, so if 
you want to hear how the two approaches compare, that's a good place to do it. 
"With that combination of mics, the guitar had a real bite to it and it's very different to what we 
have done before. On Division Bell, we used a U87 eight inches to a foot away, a bit off-axis, 
and the floor of the room on Astoria is carpeted. It's actually very small  around 14 feet 
square  and sounds fairly dead, so when we record vocals, I just make sure the mic isn't 
right in the middle of the room as that gives a little 'boing'. All the drums were done there 
apart from a couple of the really live-sounding ones, as were all the Division Bell drums, and 
it's good for that typical Pink Floyd drum sound  even though it is [Andy] Newmark on that 
album, it still sounds like Pink Floyd." 
At one time David used a guitar fitted with EMG pickups to play live, but does he record using 
that too? "He has done, but mostly he's reverted to his old guitar. Division Bell was mostly his 
red Strat with the EMGs, but Phil Taylor, his guitar tech, thrust his old passive one into his 
hands and said 'Play that!' He plugged it in and it sounded great  it is a good one. I think he 
bought it new in 1971 or something, but he's swapped pickups and parts on it over the years 
and it does sound good. Of course, with those passive single-coil pickups, you have to face 
Mecca when recording to avoid hum problems! Usually we don't need to do any cleaning up 
afterwards, other than topping and tailing the various sections so they start and finish 
cleanly." 
The album also sees Gilmour playing lap steel, with what 
sounds like a ton of compression to make it sustain  but 
isn't. "Actually that guitar just sounds like that. It's a very 
old Gibson lap steel and it has an unbelievably hot 
pickup. He just plugs it into his rig and that's what comes 
out. I might occasionally compress some of the guitars on 
the album, but it was an 'icing on the cake' type of 
compression with just a couple of dBs here or there 
because it helped the focus. We have almost the opposite 
problem, because David plays so loud that when he stops 
playing everything squeals! When he's setting up, he 
turns up the levels so it's just about to go, so that he gets 
the sustain he needs without having to use lots of 
distortion. Certainly, on stage his amplifier is frighteningly 
loud, but it's remarkable  he's still got really good ears."  
The Measured Approach 
As you might expect, Andy is strongly of the opinion that 
making the right choices at the recording stage is the key 
to a successful mix. "It's got the point where I keep 
everything very simple, but then I suppose I've had 25 
years of making the choices that have got me to that 
point. I know what's going to work in terms of what mics I 
put on things. I always think that if you simply take a 
microphone and record the world, it's a rather boxy and 
low middly place. You spend the rest of your life trying to 
get rid of that stuff. I tend to pull out a lot of low-mid, and 
with vocals it might be up to 500Hz. That's just automatic 
for me, then I'll add a little fairly dust. Ditto drums. The 
way I approach overheads is that I take the old-school Glyn Johns approach and use the 
overheads as kit mics rather than just cymbal mics. 
"One of my favourite tools for recording is a tape measure! It sounds really anal but it's worth 
it. If you get the two drum overheads exactly the same distance from the snare, it sits bang in 
the middle of them with no phase problems, and in fact on this project, a lot was recorded for 
surround as well so I used four overheads set up as a square, all equidistant from the snare.    
Some of the many famous guest 
musicians who contributed to the 
album: from top, David Crosby (on the 
deck of the Astoria), Jools Holland and 
Robert Wyatt. 
Sound On Sound - July 2006           107 of 178 
The overheads were exactly a metre and a half from the snare, and I used Coles 4038 ribbon 
mics, which of course have a figure-of-eight pattern so you get a bit of the room in it, but it 
sounded good. I had to take out some low mid, but then most of the drum mics get the low 
mid taken out somewhere or another. I try to pay a lot of attention to what goes on at the 
bottom end really  the relationship between the kick and the bass. I don't know if I can put 
my finger on any magic technique, it's somehow just a sum of everything  of experience. 
"With bass guitars I often find myself pulling out stuff that seems unlikely at around 80 to 100 
Hz, which is where all the action is. But you still get the whole sense of weight below it and it 
just cleans up the whole mix. Same with the kick  sometimes I'll be pulling out stuff in the 
high bass region and leaving the low stuff in. 
"One nice thing about having a pet studio you can go and play in is that myself, and Damon 
who works there, can try things out without time pressures. There is a studio kit that's left set 
up there so one day we decided to try out absolutely everything we had to see what sounded 
the best on kick. I started off with all the things I'd normally choose but ended up liking none 
of them, which I found really interesting. Finally we tried a Neumann FET47 capacitor mic, 
and I've stuck with that ever since. It's not the instinctive first choice  most people think of 
D12s or D112s, but I really liked the result. I believe George Massenburg also likes to use a 
47 FET on kicks, and it's fine. Once you stick the pad in it's absolutely happy. I also use a little 
Beyer M160 ribbon on the snare  there seems to be a phase coherence or something about 
a ribbon, and it's the same with the overheads. The Coles 4038s are not very bright so it 
seems odd to choose something that needs a lot of EQ, but once you add some top it sounds 
great  and somehow better than using a mic that has a naturally extended high end in the 
first place."  
Mastering 
As well as manning the controls at the Astoria, Andy Jackson is also building a parallel career as a 
mastering engineer. "That was a strategic decision I made about four years ago. Aside from the 
commercial reason that mastering is more buoyant, it's also perhaps a reaction to the Floyd stuff where 
we'd spend a year on an album  they were enormous projects. With mastering, I really enjoy having a 
relationship with a record for just five or six hours and my experience in that area has been really 
positive. It's a time when people have finished the record and are happy! 
"I have noticed that some of the stuff coming in now from home studios, where everything has been 
mixed in a DAW, has a different kind of 'not very well done' feel compared to what I used to get 20 years 
ago from analogue tape, and in some ways it is harder to deal with. There seems to be a particular kind 
of digital crunchiness. I don't know what the problem is, but if I play with digital limiters or other 
processes, they all seem to do it to some extent. I hope I'm not being a Luddite but I still have a degree 
of suspicion about things digital. It seems that the more you start processing a signal in the digital 
domain, the more it deteriorates, in a quite different way to analogue."  
Mix & Mix Again 
Despite his emphasis on traditional techniques, Andy is certainly not averse to using new 
technology where it helps. "Having recall has made such a difference to mixing. Even when 
we did [Pink Floyd's] Division Bell we didn't have a recallable mixing board, but there are so 
many times when you just need to go back and change something by a little bit that it's great 
to have it now. Of course all the home studio software has it as standard now, but working on 
an analogue board that doesn't have recall seems preposterous now. I'd be interested to try 
to do some serious mixing in the box, but I'd need to have first-class interfaces to do that. I'd 
also need a really good control surface. 
Sound On Sound - July 2006           108 of 178 
"David's album was done on Pro Tools, but we used it as 
a tape machine where everything came out of 48 outputs 
and got mixed on the Neve analogue board. There was 
some submixing inside Pro Tools, but then if we'd been 
working on two analogue 24-tracks locked up, we would 
have had to bounce some things down to stay within the 
track count anyway. In that case it means you're doing 
the summing digitally rather than analogue, which means 
you can undo the bounce if you have to, which we did on 
occasions. We had to do a little processing with plug-ins 
within these submixes, for example, when we recorded 
the Crosby and Nash vocal parts for 'On An Island'.  
"I must admit that it quite surprised me that they recorded their parts one at a time when I'd 
set up assuming they'd sing together, perhaps with David adding a third part  a kind of 
Crosby Gils and Nash! That ended up coming up on the board as a stereo pair, but then I had 
to use a plug-in to EQ Crosby relative to Nash, just to tip him up a little brighter to match 
Nash. But the bulk of the EQ was done analogue afterwards." 
The rest of the album was also recorded and mixed in fairly traditional fashion. "There are odd 
bits of Kurzweil and maybe the odd bit of synthetic Rhodes, but mainly it was old-school mic 
recordings plus using the EMT plate and things like that. It was mixed through the Neve 
analogue board and onto half-inch analogue tape. I think David looks back to some of the 
things we did in the '80s using AMS reverbs and things like that and says 'What were we 
thinking?' You can listen to the plate all this time later and it still doesn't sound old-fashioned. 
"I did use a Lexicon 480 for the preset hall used on the orchestra and things like that  you'd 
think that when you record in Abbey Road Studio One the last thing you need is more reverb, 
but we did! On this album it felt like I needed to have a great deal of control so I could always 
get back to where we were, and the EMT plates plus the Lexicon were all we needed. But I'm 
a great fan of things like the TC System 6000 and we did use Altiverb on a few daft things, 
such as to get the effect of the fireworks in the opening section sounding as though they were 
outside [using the 'Forest by Lake' impulse response]. I think they originally came from a 
stock sound effects library. We had a flirtation with trying to record our own sound effects 
using Holophonics back in the '80s, but it's really hard to get anything that's any good."   
Phil Manzanera: Producing On An Island 
Phil Manzanera and Dave Gilmour have known each other since the late 1960s, and their friendship 
progressed naturally into a production partnership. "I live close to David's house in Sussex," says 
Manzanera, "and I would regularly visit him and ask him whether he'd been recording. It turned out that 
he'd been doing stuff over a 10-year period, and had so much that he didn't know what to do with it. I 
suggested that I come round once a week and we'd go through these pieces together. Many were on 
Minidisc and recorded in his kitchen or living room. Dave began by selecting perhaps 150 pieces, 
enough for three albums. I picked some of these and took them to my studio. Together with my 
engineer, Jamie Johnson, I would try and develop these ideas. Sometimes we'd make loops, sometimes 
I'd take vocal lines from one song and stick them in another, just to create something different and 
weird. The next week I'd play David what I'd done and he'd give feedback. 
"Dave and I spent most our time together at his home studio, where he has Pro Tools, a 12-channel 
mixer, a fantastic Sony microphone [the C800G], and a couple of good limiters, Urei I think. It's all very 
simple, but of high quality. Dave did all the engineering. It is a nice room with high ceilings, looking out 
over the countryside, and there are birds twittering around everywhere. The birds you hear all over the 
album were just picked up on the microphone in his home studio. What he recorded there has a feel that 
can't be recreated anywhere else. The songs 'Smile' and 'Where We Start' were almost entirely 
recorded by David at his home studio."  
Work began in May 2004 and continued for six months at Gilmour's home studio and Manzanera's 
Gallery Studio, where he has a Euphonix desk and a Pro Tools setup, but works mainly in Logic. Even 
when sessions moved to the Astoria and Abbey Road, Manzanera still found time at the Gallery to 
concoct all manner of ambient atmospherics. "The rhythmic thing in the background on 'This Heaven' is 
a loop based on a sample from Dave's Minidisc," says Manzanera. "It was recorded in the kitchen with 
children shouting in the background and Polly [Samson, Gilmour's wife] talking, and so on. Once she 
and Dave had decided to call the album On An Island it really helped me with my conceptual thinking 
and with the making of little soundscapes.   
David Gilmour rehearses with his 
touring band, featuring Phil Manzanera 
and Pink Floyd's Rick Wright, for live 
dates in support of the album. 
Sound On Sound - July 2006           109 of 178 
"For the opening track, 'Castellorizon' [the name of the Greek 
island to which the album title refers], I took samples from all 
over the album. I put them all in the same key, and messed 
around with them. 'Then I Close My Eyes' was originally just a 
jam of David and [pedal steel player] BJ Cole, so I took this 
guitar riff from the Minidisc and made a backwards loop out of 
it. I then made an ambient soundscape from the soundtrack of 
a video shot at Castellorizon, with David in a boat, playing the 
cmbs. So there are waves lapping and him playing and a 
ferry going past, and I slowed down a double bass playing 
harmonics and created this musical collage that was grafted 
onto the front of that track. 
"I also made up an ambient track for 'Red Sky At Night', with 
children's voices and other sounds, while 'Take A Breath' has underwater sounds and a bell, plus the 
sound of something being thrown in the water. I may also have some dolphin and whale sounds. I've 
always enjoyed doing things like that, and with Pro Tools and Logic it's become so much easier to do. 
Basically, the album ended up with sound effects all over the place. We had set up an additional Pro 
Tools studio in a tea house right by the river, close to the Astoria, where Polly, David, an engineer and 
myself would go to mess around, experimenting with soundscapes and other things. In the end we had 
too many of them, so some were taken off during the mix."  
Chris Thomas joined to complete the project in the last quarter of 2005. "Chris is a hero of mine," 
remarks Manzanera, "and we felt that we needed a final push for the last three months. David felt that 
we needed some fresh energy, and I loved the idea of having Chris around. It did put David in a position 
where he had to very much fight his corner, with me being a referee, saying 'This is all very well, but it's 
David's album, it's his choice.' 
"Basically a lot of the early stuff was very acoustic; we almost entered into English folk territory. This 
was very interesting, but I like things a little heavier, and was perhaps trying to push a side of David that 
he wasn't feeling so much at the time. When Chris said that the tracks were too slow, he articulated 
something I had been feeling as well. But it needed the two of us to push the speeding up through! We 
sped up pretty much all the tracks, except for maybe one, by two or three bpm. We're not talking huge 
amounts here, but there's slow, and there's too slow, and I don't like too slow. We did it in Pro Tools 
because we already had a lot of stuff recorded that we didn't want to re-record at that stage. Obviously 
we were very concerned about sound quality and we A/B'ed stuff all the time, but there didn't appear to 
be any difference at all. 
"The other aspects that changed at the last stage was that the album was initially not only very acoustic, 
but also very orchestral. I didn't think it was a brilliant idea to have so much orchestra, so it was diluted 
in the end. And finally, David's electric guitar solos were all done in November, which was the last month 
of recording. He left the electric stuff to the last moment, and I wasn't sure he wasn't going to do it at all. 
So I was very pleased that we managed to get him back onto the electric guitar, and he put some great 
things on." Paul Tingen  
Phil Manzanera co-produced On An 
Island. 
Published in SOS July 2006 
Sound On Sound - July 2006           110 of 178 
Roger Nichols: Across The Board 
The Current State Of Affairs 
Published in SOS July 2006 
People : Artists/Engineers/Producers/Programmers   
What can we, as engineers or musicians, do to prevent our 
recorded legacy being lost? 
Roger Nichols 
Audio preservation is a topic that keeps rearing its ugly 
head, and will not easily go away. The human species 
seems concerned about its past, but would rather wait 
1000 years and try to reconstruct what might have 
happened instead of dutifully preserving the information 
for future generations that will remove any doubt. It is 
more fun to argue about the multiple possible origins 
based on incomplete data. 
It seems like we want our recordings to slowly fade into 
oblivion. The record companies still have the attitude that 
they will not spend money to preserve what they have, 
but will spend tons of money later to recover something 
that is gone when they need it for a release. Record 
companies will not pay for extra archival copies on 
alternate formats during mastering sessions. Record 
companies and production companies will not pay for the 
additional time necessary to correctly document and 
consolidate DAW sessions so that they can be recalled 
years later for additional releases in new formats. "We will 
not pay for the additional time or media. We just want the 
CD master now for release, and send the multitracks to 
our office." There are exceptions, but they are few and far 
between. 
I, personally, have made a copy of every project I have 
ever worked on. I decided to do this in 1970 after seeing 
the storage facility at ABC Dunhill Records in Hollywood. 
Tapes were damaged or missing after being stored for only a few months. In 1981 all of the 
Steely Dan two-track tapes were transferred to digital. The record company could not find the 
'B' side of the Aja album. We had to use the copy I made during the original mixing. We did 
not make digital copies of the multitracks, and since then the record company has lost the 24-
track tapes of that album.  
Formats 
I don't really care whether someone likes analogue or digital, but you must accommodate the 
medium to which you are recording. Some digital formats are more robust than others, so why 
not print your mix to more than one? You want to print your mixes to analogue tape? OK, it 
has worked for all the years prior to digital, but analogue tape does not reproduce exactly 
what you put on it. 
When an ad agency is producing a magazine ad, they look at the final proof after it has been 
printed, and then go back and change colour balance and lighting until the results are what 
they want. I have almost never seen anyone do that when recording or mixing to analogue 
tape. The engineer spends three days making a perfect mix, then prints it to the 30ips 
quarter-inch tape and hangs out in the lounge while the assistant plays the tape back to make 
sure it was actually recorded. I have only once seen an engineer rewind the two-track and 
play it back in sync with the actual mix to A/B what the tape did to the sound, and then make 
small corrections to the mix to somewhat compensate for those differences.  
Photo: Ashlee Nichols 
Roger Nichols has been professionally 
involved in the music business since 
1968, working as a staff 
recording/mixing engineer at ABC 
Records and Warner Bros before 
becoming an independent 
engineer/producer in 1978. His work 
with Steely Dan in particular has led to 
a string of Grammy Awards and 
nominations, including a Best 
Engineered Album award for Two 
Against Nature. An advocate of digital 
recording since 1977, Roger designed 
and built the first digital audio 
percussion replacement device and has 
lectured on digital audio around the 
world. 
Sound On Sound - July 2006           111 of 178 
Once the analogue tape has been recorded, there is never any mention of the sound change 
that occurs over time from the minute the recorder was stopped. The message on the 
analogue tape starts deteriorating as fast as skywriting messages over Brands Hatch on race 
day.  
Overlooked Remedies 
All formats have their flaws. The trick is to admit what they are, correct them in future formats, 
and figure out how to correct for them when migrating the data to the new ones. You don't 
complain about CD rot until your music disappears: you are supposed to clone the music to a 
new format while the error correction can still correct. 
When the only format for mixing to was analogue tape, I did not mix 
to a piece of tape then copy it. I had a second tape machine 
recording in parallel to avoid the generation loss. Now the backup 
was equal to the original. After the advent of digital, I printed the mix 
to two different formats in case one did not last as advertised. When 
DAT tape life was in doubt, I transferred to CD-R as audio files and 
to Exabyte tapes as DDP files while the DAT tapes would still play 
back. Now whatever I record is also stored on CD-ROM, DVD-ROM, 
or Blu-Ray as AIFF or BWAV files. Data files have more error 
correction than audio CDs, allowing for a better chance for recovery. 
Ten years ago I submitted to the US Library of Congress a method 
for recovering audio from cylinders and records photographically. I 
am glad to see that they have finally funded Berkley National 
Laboratory to investigate that process. But it took 10 years. 
As everyone knows by now, analogue tape suffers from 'sticky shed 
syndrome'. The tape companies suggested baking the tapes to 
enable playback temporarily. In 1992 I started using a vacuum 
process to recover these tapes; I enlisted one of the original 
scientists who developed Mylar and the oxide binders for DuPont to help develop it. It works 
perfectly and turns out to be permanent. Tapes processed in 1992 still play back perfectly 
today, without the increase in distortion as a result of baking. 
Everyone also knows that wow and flutter are natural occurrences when recording analogue. 
You can measure it, but you couldn't do anything about it. Until three years ago. Jamie 
Howarth developed a system that removes the wow and flutter from analogue tapes. 
Analogue tape machines use a high-frequency bias signal of around 100kHz during the 
recording process. This bias frequency actually gets recorded on the tape, and if you 
manually move the tape by the head at a very slow speed you can hear it as a whistle. Since 
this frequency is constant, the pitch of it on the playback tape is modulated by the wow and 
flutter. If you detect the bias and correct the pitch of the program material, you have removed 
the wow and flutter. Brilliant. 
I have heard the process, and it sounds amazing. The difference between the before and 
after quality is about the same as the difference between 16-bit and 24-bit audio. It is not 
subtle, it is amazing. The film industry has jumped on it, and has been transferring the audio 
tracks from old movies that are being re-purposed for DVD. Jamie's company, Plangent 
Processes (www.plangentprocesses.com) has partnered with Chace Productions in Burbank, 
California to recover the audio from the six-track mag-tracks. 
The record industry is, however, slow to get on board. The comment I have heard most is 
"Why would you want to change what I have recorded?" The answer is that the process does 
not change what you have done: it removes an artifact that was introduced by the medium. In 
the digital world everyone was quick to minimise the jitter caused by inferior clocking, so why 
do they fight the removal of the analogue jitter recorded by every analogue machine ever 
used? Maybe a shovel upside the head would help. It works for my mule.  
Baking tapes in special 
ovens can temporarily 
make 'sticky' tapes 
playable for transfer to 
another format, but baked 
tapes are not usable in 
the long term. 
Sound On Sound - July 2006           112 of 178  
Storage And Handling 
Audio storage is all too often 
overlooked. Cool and dry is always 
good, and vertical storage is very 
important. Store your records, CDs, 
DAT tapes, reel-to-reel tapes, 
videotapes, Mini-DV and DVDs 
vertically, never flat. Tape, especially, 
tends to slip down and damage the 
edges if stored flat, even if they are in 
a cassette. 
Don't touch tape. Don't touch the 
surface of records or CDs. Handle by 
the edges or the CD hole. Don't touch 
the playing surfaces of any recording. 
Don't store tapes on or near speakers 
or amplifiers. This may sound 
intuitive, but every day I see someone lean a tape against a speaker or pick up a CD like it was a ham 
sandwich. 
Make sure the playback machine, be it a tape machine, CD player, turntable or cassette player, is in 
good working order and adjusted properly. I have many times seen a hungry player eat the only copy of 
a cassette, DAT or videotape. Demagnetise the machine, clean the machine and use a test tape (and 
then the tones on the tape that you are playing back) to align the machine. Some new engineers have 
never even seen an analogue multitrack.   
Tape storage done right (top)... and 
wrong (lrft).  
Restoration Works 
So what to do if your master recording has decayed and needs work? Forensic audio was a 
big topic at the Paris AES show this year. Police departments around the world are buying 
CEDAR systems to clean up bad audio. At the other end of the spectrum there are very 
inexpensive and even free software programs to clean up your old record collection so you 
can make your own CDs or MP3s for your iPod. These are great products, but they are only 
as good as the person using them. As with any new software process, two things happen. 
The user gets better at using the program as he gains experience, and the software is 
improved over time. The clicks and pops you could not remove now will be much easier to 
remove in the future. 
To save extra work in the future, make the best flat transfers you can, and save them. Do the 
processing to the flat transfers instead of processing during the transfer. When the processing 
improves in the future you can then use the flat transfer and re-process it instead of having to 
go back and re-transfer the audio. In 1997 we tried to transfer the old Steely Dan two-track 
masters again with newer technology. Because of the additional 15 years of deterioration, the 
digital transfers done in 1981 sounded much better than anything we could do in 1997. So, 
the sooner you make the transfers, the better your results will be. 
If you are transferring records, make sure you clean the records first. Learn how to do it 
properly. There are plenty of companies with helpful information on the Web that will increase 
your chances of success. Remember, cleanliness is next to high fidelity. 
There are flat preamps available without an RIAA or CCIR frequency response curve. 
Companies like Enhanced Audio (www.enhancedaudio.com) have very good flat preamps, 
and even the Griffin iMic (www.griffintechnology.com) allows flat transfer with software 
equalisation. After transferring flat, you can use software curves to recover the original audio 
more accurately; the curves are complex and inexpensive preamps with curves built-in are 
most often incorrectly implemented. Also, early recordings before the '60s did not all use 
these curves, and sometimes the curves were different between record companies and even 
between different releases from the same record company. 
If you are going to remove the clicks, pops and noise from the transfers, the best results are 
achieved if you perform the processes in the following order: de-click, de-crackle, de-buzz, 
de-hiss and de-rumble. Performing the processes in the wrong order can mask information 
Sound On Sound - July 2006           113 of 178 
needed for the next process or create audible artifacts by not completing a required prior 
process. 
There are hundreds of recordings lost every year because they were not transferred when it 
was still possible to save them. Take care of your music so others may enjoy it in the future. If 
you have questions search the Web, contact archival companies in your area, or write to 
Sound On Sound.   
Published in SOS July 2006 
Sound On Sound - July 2006           114 of 178 
Sounding Off 
David Glasper 
Published in SOS July 2006 
People : Sounding Off   
Simplicity: for a brighter tomorrow. 
David Glasper 
People seem to spend an awful lot of time trying to figure out why they're unhappy with the 
music they've made; but it seems that often they're looking at every reason except the music 
itself.  
You can understand why  it can be much easier to think about tangible, straightforwards 
things like musical equipment or problems with monitoring, than it can be to think about what 
is essentially abstract and emotional. The truth is that these are usually diversionary tactics  
if you're not happy with your music, it's most likely that the music itself is at fault not the 
production or the equipment made to use it. 
Pleas not to become overwhelmed by the number of 
possibilities offered by modern musical equipment (especially 
computer-based studios) are not uncommon within the pages 
of SOS. This is good advice, and the same principle can be 
applied to composition  remember, just because you can 
do something, it doesn't mean you have to do it.  
You might find that your music improves if you can strip it 
down to its core elements. This will force you to concentrate 
on what's really important, and learning to recognise what's 
really important in a song will make you a better songwriter. 
The simple approach also has the knock-on benefit of 
making recording and mixing a lot easier. 
There are no end of things you can do to simplify your music. 
Take the idea of rhythm and lead guitar in a standard guitar 
band for example  just because you have two guitarists, 
there's nothing to say you have to have two guitar parts, at 
least not all of the time. If one guitarist has a really good riff, 
do you really need the other one to distract from it by playing 
something different merely for the sake of it? Why not have 
them both play the same thing and use the additional guitar 
to bolster the sound?  
Bass players are also notorious for making things unnecessarily complicated  yes your 
lightning-fast slap-bass scales are very impressive, but wouldn't it give the song more 
momentum if you just hit the same note eight times a bar and stopped mucking about? 
Drummers can bring their own problems, typically through collecting far more drums, 
cymbals, cowbells and whatever than they could ever reasonably need. They're sods for it, 
basically. Sadly they often suffer from a crippling lack of self-esteem, and, although they know 
they only really need two or three drums, a hi-hat and a ride cymbal, they assemble vast 
collections of percussion to make themselves feel more important. This behaviour should be 
discouraged for three reasons: firstly because it will make them think about (and therefore 
hopefully improve) what they are actually playing, instead of trying to figure out how to use 
every last piece of the kit in every song; secondly, because it will make it a lot easier to record 
and mix; and thirdly because it will mean you will only need to use the one van when you play 
a gig. 
There's also the question of what's actually being played. Just because you know tons of 
chords, it doesn't mean you have to use them all. Not in every song anyway.   
About The Author 
David Glasper is a member of 
psychedelic electro-noise 
agitators, the Resistance. During 
his spare time he is Assistant 
Editor for Sound On Sound. 
If you would like to air your views 
in this column, please send your 
submissions to 
soundingoff@soundonsound.com 
or to the postal address listed in 
the front of the magazine. 
Sound On Sound - July 2006           115 of 178 
Lou Reed said "one chord you're alright, two chords you're pushing it, three chords you've got 
jazz". While this is an obvious exaggeration, there's a lot of truth in it; you really don't need 
more than one or two chords to write a good song. 'Roadrunner' by Jonathan Richman and 
the Modern Lovers is testament to this  two chords all the way through (A and D, I think) but 
easily one of the most recognisable and driven songs you can hear. 'Tomorrow Never Knows' 
by the Beatles is another good example  one of the simplest structures imaginable, but still 
one of the most innovative songs they (or anyone else) ever wrote. 
Structure is another thing that can benefit from simplification. Most people construct their 
songs in the same order because that's how everyone else does it, but there's really no 
reason to subscribe to the standard verse, chorus formula. If you've got a riff or a sequencer 
pattern or even just a single chord, and you think it sounds good if you play it for five minutes 
straight, then that's what you should do. Likewise, if you feel that what you've got is only 
interesting for one or two minutes, then that's how long it should be. 
'Complicated' should not always be equated with 'good' when it comes to music. The 
important thing is that it's your music and you're under no obligation to anyone to make it 
anything other than what you want it to be. The only real rule you should follow is that if 
sounds right to you, then it is right.   
Published in SOS July 2006 
Sound On Sound - July 2006           116 of 178 
Studio SOS 
Click & Buy PDF 
Hilgrove Kenrick 
Published in SOS July 2006 
People : Studio SOS   
The team create portable acoustic treatment for a composer 
who has plans to move house. 
Paul White & Hugh Robjohns 
This month's Studio SOS features the studio of Hilgrove 
Kenrick, a professional TV and film composer who 
recently wrote a series of articles in Sound On Sound 
about producing music for picture (see SOS December 
2005-March 2006). While writing the series, Hilgrove 
decided to move his studio from a room in his house into 
a new double-garage construction and asked Hugh and I 
if we'd take a look to advise on acoustic treatment. The 
twist was that he ideally needed a portable approach, as 
there was a chance he'd be moving house within the next 
year or two. We came up with an idea for some wall-
mounted hanging panels and thought that this rather 
construction-intensive project would make an interesting 
Studio SOS  which is why mid-December saw us at Hilgrove's home with a car full of 
electric saws, nail-guns and cordless screwdrivers. Hilgrove had already bought in all the raw 
materials we'd specified for the job, other than the foam, which was generously provided by 
Auralex, via their UK distributor Audio Agency.  
The Task Ahead 
Hilgrove's studio space is large enough to make most people envious  roughly 23 x 21 feet, 
and 10 feet high  but other than 10mm Noisestop Solutions rubber matting (the type made 
from recycled car tyres) that Hilgrove had fitted to the floor, all we had to work with was four 
painted plaster walls. At the back of the studio are two wooden garage doors separated by a 
masonry pillar. To save doing anything too permanent there, we suggested that Hilgrove buy 
a couple of large, thick duvets to hang in the garage-door recesses. He could later hang some 
thick curtains across the entire back wall, to improve its appearance, if necessary. If it turned 
out that more bass absorption was required, Hilgrove could easily hang barrier mat directly 
behind the duvets, to form a limp mass-absorber (providing it was allowed to hang freely). 
This damped wall would be useful for recording vocals, as the singer could stand with their 
back to it. Barrier mat is quite expensive to buy in quantity and the shipping cost can add 
another 50 percent to the bill, but at least it can be taken down and re-used in a future studio. 
We decided to leave this part of the job for later, as it didn't involve any serious DIY work, to 
which Hilgrove has a self-confessed allergy! 
DIY allergy nothwithstanding, Hilgrove had already sealed 
the spaces around the doors, and the walls of the garage 
are triple-skinned. As his house is reasonably secluded, 
soundproofing isn't a major concern. Hilgrove has a 
background in IT, so he's put all the noisy computing gear 
in a separate machine room with backup UPS power 
supplies and hooked it up to his keyboard, monitors and Sony digital mixer via cable 
extenders and MADI looms (running to RME interfaces), which makes his control room quiet 
enough for serious recording work. 
Our plan for the day was to build 10 sound-absorbing traps to hang on the front and side 
walls, then to fit two further pieces of acoustic foam to the ceiling, to kill reflections from above 
the mixing position. We could simply have used foam panels on the walls, but their low-end 
absorption is only worthwhile if they are very thick or spaced from the wall. They can also be 
difficult to fix up temporarily in a neat and professional way, although Auralex do have some  
Rack and stack: with 10 traps to build 
and hang in one day, there's no time to 
lose.  
Diagram showing the basic 
construction of a single trap. 
Sound On Sound - July 2006           117 of 178 
Velcro fixings that work adequately on smooth, painted walls. As Hilgrove was also concerned 
about aesthetics, we decided to build something more substantial, based on a 125mm-deep 
wooden frame with 600 x 1200mm internal dimensions. This would exactly accommodate a 
piece of rigid rockwool cavity-wall insulation slab (30mm thick in this case, but deeper slabs 
would have been even better, had they been locally available), on top of which would be fixed 
a sheet of Auralex wedge-profile foam.  
Paul makes a start cutting pine planks 
for the frames of the traps.  
Hugh glues and screws the corners of 
the frames.  
Wooden batten is fitted to the inside of 
the frames to help position the rockwool 
and foam correctly.  
Fitting the rockwool slabs into the 
frames. 
Sound On Sound - July 2006           118 of 178 
The idea was that the rockwool/foam layers would be at 
the front of the frame, leaving a decent air-gap behind to 
help improve the low-end absorption. It also left space to 
add a sheet of freely-hanging barrier mat behind the 
rockwool, which we fitted to the two traps that we angled 
across the front corners of the room. As the type of 
rockwool slab we used is more dense than foam, it 
provides better absorption than using foam alone and it is 
also relatively cheap, which is another reason for taking 
this approach. The foam panel on the front would do its 
share of absorbing, as usual, and give a tidy, professional 
appearance to the finished units. Slotted wall-hanging 
plates fixed to the back would make each trap easy to fix to the wall using just a couple of 
screws each, and would also allow the panels to be lifted down without the need to undo the 
screws.  
Making The Traps 
When we first encoountered the room almost empty, the reverberation was impressive  but 
certainly not appropriate in a control room! To make matters worse, all three room dimensions 
are quite closely related, so prominent standing waves would be a potential problem, although 
we knew that the wooden garage doors should let a lot of low-end pass directly through to the 
outside world, which would help. As mentioned earlier, sound leakage is not an issue, 
fortunately, as there are no close neighbours. 
The 10 traps we made helped enormously to tame the reverb and seemed to improve the 
bottom end to a useful extent, but from the outset we realised that a large area of absorption 
(duvets!) on the back wall would be a vital component, as the wall was all bare wood and 
plaster. It might also prove necessary to extend the front corner traps and possibly add more 
corner trapping on the wall/ceiling boundaries. Real Traps Mini Traps, for example, could be a 
practical way to trap the wall/ceiling corners, as they are easy to put up and take down if you 
move house. Essentially you can never have too much bass trapping, and it is easy to add 
more in stages until the optimum balance has been found. Hilgrove could add these 
components later as necessary: our intention on that day was to make the room usable for 
composing and mixing. 
To make the frames for our traps, we cut two long sides and two short sides from planks of 
planed pine timber (using 15mm thick, 125mm wide, 2.4m pine planks), then glued and 
screwed the corners. No serious cabinet-making skills are required here. You just have to 
remember that it is the inside dimensions that are important, as the rockwool and foam fit 
inside the frame. To secure the rockwool slab, we then fitted 20mm wooden batten around 
the inside of the frame, set back from the front edge by 35mm, so that when the 30mm 
rockwool was fitted it would sit 5mm behind the front of the frame. This meant that when the 
Auralex foam was glued to the front of the rockwool, it would be recessed into the frame very 
slightly, leaving the edges looking clean and tidy. 
Having 90mm of air-space behind the rockwool makes a significant improvement to the low-
frequency absorption of the trap, and while the wooden frames of the trap are acoustically 
reflective, we felt they could add a little useful scattering. Traps of this type can be even more 
effective if you cut holes in the edges to let sound into the back more easily, but as we had to 
build 10 in a day, we didn't have the time! 
We used a couple of wood offcuts to make up some 35mm spacers, upon which we could 
rest the internal battens as we glued and pinned them in place. This ensured that we got the 
battens in the right place and avoided the need for measuring every time we fitted a new 
length. As we had a relatively short space of time in which to finish the construction, we 
needed to set up an efficient production line, with me sawing and nailing, Hugh drilling and 
screwdriving and Hilgrove making endless coffee, accompanied by clinically dangerous  
The foam panels go on top of the 
rockwool, secured with spray adhesive. 
Sound On Sound - July 2006           119 of 178 
quantities of chocolate Hob Nobs. Hilgrove also played a few Pink Floyd albums over his 
studio monitors to keep us motivated. 
Hilgrove decided to leave the pine frames unfinished, so we just gave them a light sanding 
prior to fitting the rockwool and foam. However, I have since built similar structures for my 
own studio and found a suitable water-based satin-finish varnish (from Wickes) that is very 
easy to apply and also dries quickly. 
We found that the simplest way to fix the rockwool into 
place was to apply a solvent-free 'Look, there aren't any 
nails, honest guv' type of adhesive via mastic gun to the 
frontmost edge of the batten, then simply push the 
rockwool into place. (As explained earlier, the frame size 
was decided to ensure that the rockwool slab was an 
'interference fit', so the glue didn't have to do much 
anyway.) Auralex's own spray adhesive was used to fix 
the foam to the face of the rockwool and we applied it to 
both surfaces prior to bringing them together. It stuck very 
positively and also looked very neat, but we had to tuck 
the edges into the frame as we worked, as the foam 
panel was just slightly larger than the rockwool slab. If you do get the spray adhesive on a 
visible section of foam or other surface, we discovered that you can usually remove it by 
dabbing at it with the sticky side of a piece of gaffa tape  as long as you notice it before the 
glue sets.  
Fitting The Traps 
Hilgrove had power trunking running along the front and one side wall of his studio, so we 
simply stood the traps on top of this, marked the wall through the keyhole slot in the hanging 
plates, then drilled the necessary holes using a masonry bit and a hammer drill. Plastic plugs 
were hammered into the holes to take the screws, in the usual way. Two of the traps were 
fitted across the front corners of the room to give more low-end absorption, so we used 
scraps of wood cut at 45 degrees to fix the keyhole plates at the correct angle. Filling the 
space behind these corner traps with more loose rockwool would improve their low-end 
absorption further, but we settled on fitting a piece of barrier mat behind each, as described 
earlier, to act as limp-membrane absorbers, as these are effective at low frequencies. In a 
room of this size, such a small area of absorber could only be of limited help, but it certainly 
wouldn't do any harm. 
We hung three of the absorbers on each side wall, two in 
the front corners and two behind the monitors. The two 
foam panels we had left over were fixed to the ceiling, 
using a light dash of spray adhesive. We hope it will be 
possible to remove them at a later date without damaging 
them beyond the point where they can be re-used.  
From Hilgrove's listening position, we had all the 'mirror 
points' covered, but the amount of bass trapping required 
was still undetermined. However, once the panels had 
been hung, the acoustics of the room dried up very 
noticeably and the stereo imaging improved significantly.  
Studio SOS: The Return 
A few weeks later, we returned to Hilgrove's room, to check on progress and to hang two 
thick, 13.5-tog, hollow-fibre duvets in the garage-door recesses. (While duck-down is good for 
sleeping under, it tends to settle to the bottom of the duvet, which is why we went for hollow-
fibre duvets, which keep their shape.) Standard kingsize duvets fitted perfectly into the  
Hilgrove's studio space before the team 
started work...  
... and looking and sounding rather 
more inviting afterwards. 
Sound On Sound - July 2006           120 of 178 
recesses, and we tacked them in place in the door frames using large-headed nails. The 
duvets dried up the sound to a useful degree. 
With the 10 traps, the ceiling foam panels and the two duvets the room was surprisingly well 
behaved, and although more bass trapping would undoubtedly be a good thing, the garage 
door, room doors and windows contributed to the natural bass trapping of the structure, so 
there were no really hot or dead bass notes evident.  
One finished trap!  
The picture-hanging plates used 
to mount the traps on the walls, 
so that they can easily be lifted 
down.  
Two traps in place on the wall, one of 
them across a corner. 
As an experiment, Hugh and I held up a large rug at the back of the room, to see if it would 
function as a limp-membrane absorber to remove more bass energy. It was surprising how 
strongly the bass vibrations in the material could be felt, meaning that the rug was indeed 
drawing energy from the sound field. The bass was slightly but audibly tightened up when we 
held the rug in place, so we suggested to Hilgrove that he might want to try hanging a couple 
of rubber-backed rugs in the garage door recesses to provide further bass trapping, and to 
look nicer than the bare duvets  although I gather Spiderman duvet covers were being 
considered... 
To avoid reflecting mid-range energy back into the room, the rugs should really be hung 
behind the duvets, but given the distance to the rear walls it probably wouldn't make much of 
a subjective difference if the rugs were in front, and they'd certainly look nicer than exposed 
duvet. Our impromptu test with the rug didn't seem to affect the mid-range tonality at the 
monitoring position. 
Hilgrove had brought in a soft sofa, which he positioned at the back of the room. This is 
always a good idea, as large soft furnishings (and the clients who sit on them!) provide a little 
extra free trapping. 
After a final trial of the room, using the theme music from 
Batman Begins (which has monstrous bass end) as a test 
source, we were generally very happy with how much of 
an improvement we'd brought about for so little outlay. 
However, there were still some little jobs for Hilgrove to 
do to optimise his studio, so we left him with a 'to do' list. 
We had noticed that the cavity under the closed-back 
monitor shelf of Hilgrove's work desk seemed to be acting 
as a resonator, which had the effect of reducing definition 
towards the low end of the spectrum, so we suggested 
relocating his Mackie HR824 speakers onto suitably high 
rigid stands behind the desk, then either filling the  
A return visit enabled Hugh and Paul to 
hang duvets in the recesses of the 
wooden garage doors, to further 
improve the room's acoustics. 
Sound On Sound - July 2006           121 of 178 
offending cavity with foam or other absorbing material, or otherwise removing the shelf 
completely. As the monitor shelf was directly behind Hilgrove's computer screens, the space 
below it couldn't be used as practical storage space anyway. 
Taking the speakers off the desk would almost certainly tighten up the low-end performance 
of the HR824s. I had already reset the switches on the back of the monitors to full bass 
extension and half-space room loading, which seemed to work best for their current position 
and should be even more appropriate when the speakers are moved to stands a little closer 
to the wall. 
The wall behind the monitors has two windows in it that Hilgrove didn't want to block, so 
slatted vertical blinds should ideally be fitted to these, to help deflect and scatter reflections. 
Setting the blinds half-open usually works well. There were also two noticeably untreated side 
sections of wall left just behind the frontmost side-wall absorption panels, due to the presence 
of a door in one wall. This door leads to Hilgrove's machine room, which houses the 
impressive rack of computers that he needs for his extensive use of Gigasampler, running 
Vienna Symphonic Library and other libraries, for classical compositions. We suggested that 
Hilgrove buy a couple of panels of matching Auralex foam and fix these directly to the door 
and to the facing wall, to maintain symmetry. This would improve the sound, particularly the 
stereo imaging, further back in the room where his clients tend to sit.    
Hilgrove's Comments 
"When I left the big smoke for a life of creative peace and quiet 
in the countryside, I hadn't realised I'd end up within 20 miles 
of the gods of the Studio SOS, Hugh and Paul! I was also 
lucky enough to have Peter and the team at Total Audio 
Solutions close by, to advise on MADI and remote extenders, 
so that I could pile all my noisy PCs, network gear and I/O in 
the server room, leaving my studio free of extraneous noise. 
"The studio room ended up very nearly square  a big no-no 
 but the builders managed to 'find' another inch or two of 
width at the last minute. The room previously sounded like an 
oversized bathroom, but now that the acoustic traps are in 
place the listening experience is very nearly perfect. I rarely have to record live instruments, so the 
space will be used primarily for tracking and editing, but having the capability to record live if I need to is 
most welcome. 
"After our second meeting I bought two speaker stands for the Mackies and ditched the overbridge from 
the desk. Thus I now have space for even more TFT screens and can load the bass as much as I need 
without the desk resonating its way through the floor. 
"Ironically, although everything was done with 'pick up and go' portability in mind, I now like it so much 
that I'm content to stay!"  
Published in SOS July 2006 
Sound On Sound - July 2006           122 of 178 
Apple Mac Book  best value ever? 
Click & Buy PDF 
Apple Notes 
Published in SOS July 2006 
Technique : Apple Notes   
In just a few weeks, Apple have completed the transition to 
Intel processors for their entire Mac portable line, starting with 
a 17-inch Mac Book Pro and ending with the introduction of the 
Mac Book family of laptops to replace the iBook. Apple Notes 
assesses the new machines. 
Mark Wherry 
As Apple try to gain a larger share of the video post-production market, the NAB (National 
Association of Broadcasters) show, held annually in Las Vegas, has become increasingly 
important. This year's NAB show saw Apple announce the 17-inch Mac Book Pro, which 
makes sense given the growing number of professionals (in all media worlds, including video 
and audio) favouring laptop-based systems. And to show just how feasible this really is, Apple 
ran the majority of their demos of Final Cut Studio on the new 17-inch Mac Book Pro. 
Does Size Matter? 
The 17-inch Mac Book Pro is functionally almost identical to the original 15-inch Mac Book 
Pro, which we discussed briefly in March's Apple Notes, but with a few important 
improvements. Obviously, from a physical perspective the 17-inch model is so-called for its 
17-inch display, with a resolution of 1680 x 1050 pixels  the same as the previous 17-inch 
Powerbook and Apple's 20-inch Cinema Display. Since this is only 1.6 inches larger on the 
diagonal than the 1440 x 900 15.4-inch display on the smaller Mac Book Pro, the 17-inch's 
dimensions of 15.4 x 10.4 inches make this new model not so much bigger than the 14.1 x 
9.6-inch dimensions of the 15-inch, and both Mac Book Pros are one inch thick. For those, 
like myself, who always felt the 17-inch was a bit on the big side, maybe it's time to 
reconsider. 
However, if the 17-inch Mac Book Pro's display doesn't 
convince you, its connectivity might, as Apple have 
included a Firewire 800 port on the 17-inch 
(acknowledging the criticism levelled at the 15-inch model 
for lacking this feature), along with three USB 2.0 ports 
(the 15-inch, like all of Apple's most recent portables, has 
two), followed by all the usual suspects: one Firewire 400 
port, Gigabit Ethernet, an Express Card/34 slot, a dual-
link-capable DVI port with support for the 30-inch Cinema 
Display, two mini-jacks providing both analogue and 
digital audio input and output, and the new Magsafe 
connector for power. 
Like the 15-inch model, the 17-inch features a built-in 
iSight camera and Front Row media software with an 
Apple Remote (although 15-inch users might be jealous of the eight-speed dual-layer Super 
Drive included with the 17-inch Mac Book Pro, compared to the four-speed single-layer Super 
Drive featured in their model). Unlike some previous 17-inch models and the 15-inch Mac 
Book Pro, the 17-inch Mac Book Pro is available in just one configuration: 2.16GHz Intel Core 
Duo processor, 1GB 667MHz DDR2 SDRAM, ATI Mobility Radeon X1600 graphics with 
256MB GDDR3 SDRAM, and a 120GB 5400RPM or 100GB 7200RPM SATA drive. 
When it was first introduced, the 17-inch Mac Book Pro worked out cheaper than the 15-inch 
model, since the 17-inch version features as standard all of the optional extras that were 
available for the 15-inch Mac Book Pro: namely, the faster processor and the larger or faster 
hard drive. Apple have since revamped the Mac Book Pro pricing and processor speeds so  
The 17-inch Mac Book Pro builds on 
the spec of the 15-inch model by 
adding a larger display, along with a 
Firewire 800 port, an extra USB 2.0 
port and all the optional extras. Could 
this be the ultimate mobile music 
system?(Photo courtesy of Apple.) 
Sound On Sound - July 2006           123 of 178 
that the 17-inch model retails at the original 1899 price tag, with the entry-level now-2.0GHz 
15-inch Mac Book Pro costing 1399 and the high-level model (which now includes the 
previously optional 2.16GHz Core Duo as standard) priced at 1699. The faster or larger hard 
drive is an extra 80 if you purchase the high-end 15-inch Mac Book Pro. 
In US pricing, you end up paying an extra $200 for the 17-inch Mac Book Pro over the 15-inch 
model, if you take into account the hard drive option, and this gets you the larger screen, 
along with a Firewire 800 port and an extra USB 2.0 port, which isn't bad value for money. It's 
perhaps arguable that the price differentiation between the two models should be greater. The 
Firewire 800 port might be a clincher for some, but it's really frustrating for those who would 
prefer the 15-inch form factor, especially given that the previous generation of 15-inch 
Aluminium Power Books all had the elusive 800 port. (As a footnote, this month I've been 
working on a review of the 15-inch model from the perspective of an audio engineer and 
musician, but unfortunately it didn't make it into this issue. So for a full, in-depth analysis of 
the Mac Book Pro, be sure to check out next month's SOS.)  
Universal Reason & Rewire After All 
Propellerhead Software (www.propellerheads.se) officially released Reason 3.0.5 this month, after 
several months of beta testing. In May's Apple Notes we reported that Reason 3.0.5 would be an Intel-
only release, after Propellerhead commented that the performance of the Power PC code in Reason 
suffered in the Universal Binary version compiled with Xcode. However, Reason 3.0.5 is in fact a 
Universal Binary after all, with Propellerhead claiming that this version "packs some serious Rewire 
performance gains for owners of older Macs"  so they must have resolved the previously discussed 
performance issues. 
For users of Rewire-based applications other than Reason, Propellerhead also released Rewire 1.7, 
which is also a Universal Binary, meaning that Intel Mac users can now start using Rewire in earnest 
with Intel-native applications such as Logic and Ableton's Live.  
Mac Book: The New iBook 
With Apple's professional line of laptops being christened 'Mac Book Pro', it was widely 
assumed that the consumer version would be known simply as the 'Mac Book', which indeed 
turned out to be the case when Apple replaced the iBook line with a new Mac Book family this 
month. Although the design of the Mac Book is clearly a natural evolution from the iBook, 
there many rather more radical departures: for starters, the new Mac Books feature a 13.3-
inch widescreen display with a 1280 x 800 resolution  a big improvement over the previous 
12.1-inch 1024 x 768 display. And the TFT panel used is now of the 'glossy' variety, which, 
according to Apple, "lets you view graphics, photos and videos with greater colour saturation." 
In practice, this means that the screen is noticeably more reflective compared to the previous 
matt screens. Interestingly, those buying a Mac Book Pro can now choose between a matt 
and a glossy screen for no extra charge. Personally, despite the increased reflectivity, I think I 
might actually prefer the better contrast in the glossy 
screen. 
The new Mac Book case looks quite appealing, at just 
1.08 inches thick, and is available in a traditional iBook-
style white finish or a new Nano-like black finish, although 
the colour finish you get depends on which model you 
purchase. Instead of the previous hooking latch system 
that kept the iBook shut, the Mac Book uses a much 
slicker magnetic latch reminiscent of the clamshell iBooks 
of yesteryear. The keyboard is a radical departure from 
any current or previous Apple portable, and although it 
looks as though the keys are spaced further apart than on 
the Mac Book Pro, it turns out that the dimensions are 
identical. The keyboard felt alright to type with (although I 
think I prefer the Pro's keyboard), but since I only had a 
brief play with the Mac Book I can't really comment on how comfortable it is for extended 
periods of typing.  
Better in black: with the advent of the 
high-end Mac Book, this is the first time 
since the G3-based Powerbooks that 
you can buy a black Mac portable. 
(Photo courtesy of Apple.) 
Sound On Sound - July 2006           124 of 178 
Other nice touches in the Mac Book (especially when you consider the pricing of these 
models) that are directly inherited from the Mac Book Pro include the built-in iSight camera 
and Front Row software with the Apple Remote. You also get the two-finger scrolling-capable 
trackpad, which is much larger than the one used on the iBook, and the Mac Book also 
features Apple's new Magsafe power connector. With all of Apple's portables now using 
Magsafe connectors, let's hope the necessary accessories for those on the move will be 
forthcoming.  
New Model Laptop 
There are three models of Mac Book available, with the entry-level and mid-range models 
coming in white and the high-end model being sold with a highly desirable black finish. The 
entry-level model comes with a 1.83GHz Core Duo processor, while the other models feature 
a 2GHz Core Duo, the same as on the entry-level Mac Book Pro. All models offer a 2MB 
Level-2 Cache and a 667MHz system buss (also the same as on the Mac Book Pro) and ship 
with 512MB 667MHz DDR2 SDRAM. But a big difference (compared with the Mac Book Pro 
and previous iBook models) is that the Mac Book uses an Intel GMA950 processor for 
graphics, with 64MB of memory that's shared with the main computer memory. 
The use of shared graphics means that the Mac Book won't be the best machine for 
demanding games such as Quake 4, but for most music software that draws 2D graphics 
without hardware acceleration, it probably won't make a dramatic difference initially. I say 
"initially" because eventually 2D graphics will be fully hardware accelerated, and at that point 
those using systems with shared graphics memory might achieve significantly less 
performance. However, while shared graphics memory is often best avoided by those looking 
for the best all-round system performance, early reports indicate that it may not be a deal-
breaking feature in the case of the new Mac Book, for those seeking a low-cost Mac portable 
that's music and audio capable. 
The low-end model features a slot-loading Combo drive, while the upper two models have a 
slot-loading four-speed Super Drive. Turning to hard drives, the lower two models feature a 
60GB 5400RPM SATA drive, with the high-end model offering an 80GB device. A variety of 
options is available when purchasing, including 100GB and 120GB drives. 
In terms of connectivity, the Mac Book offers one Firewire 400 port, two USB 2.0 ports, built-in 
Airport Extreme and Bluetooth 2.0+EDR (Enhanced Data Rate), Gigabit Ethernet (for the first 
time in an Apple consumer laptop), two mini-jacks for combined analogue and digital audio 
I/O, and a mini-DVI port supporting DVI, VGA S-Video or composite output. One nice thing 
about the mini-DVI port is that it now supports either mirroring of the built-in display (as 
before) or extending of the built-in display across an external display. 
The low-end Mac Book costs 749, which is really not a bad price, while the mid-range model 
is priced at 899 and the high-end black Mac Book is yours for 1029. All models are 
shipping as I write.   
Published in SOS July 2006 
Sound On Sound - July 2006           125 of 178 
Benchmark Tests 
Click & Buy PDF 
PC Notes 
Published in SOS July 2006 
Technique : PC Notes   
A promising new PC system benchmark test has emerged that 
shows up a previously elusive audio interface problem. PC 
Notes investigates... 
Martin Walker 
Back in SOS November 2003, I discussed benchmark testing of music PCs, pointing out that 
the traditional tests used by most mainstream PC magazines don't shed much light on how a 
particular computer will perform when running music applications. 
For several years I've tested music PCs using the Cubase 'Five Towers' test, because its 
needs are relatively modest, so you can run it successfully on a wide range of PCs and 
compare their audio performance. However, its processor drain is so low on many modern 
PCs that while its results are still valid they are beginning to bear little relation to most real-
world songs. 
However, various more strenuous benchmark songs are now available that run rather more 
plug-ins and soft synths, and, in most cases, a clutch of audio tracks, bringing them more into 
line with what the majority of musicians are doing with their computers. Examples include the 
Nuendo/Cubase SX3 'Thonex' song, the more demanding Nuendo/Cubase SX3 'Fudd' test, 
with a different mix of plug-ins and soft synths plus loads of audio tracks, and two versions of 
Scott Reams' Sonar 4 benchmark song. You can download all of these from the ADK Audio 
web site at www.adkproaudio.com/downloads.cfm.  
'DAW Bench' 
There's now a new benchmark test around that has already caused quite a stir amongst 
manufacturers and users alike. 'DAW Bench' (http://dawbench.vze.com) can be downloaded 
and run in Nuendo/Cubase SX3 on both Mac and PC (although it's hoped that in future it can 
also be adapted for other sequencers). 
Developed by Australian Vin Curigliano of AAVIM 
technology, it's been in development since August 2005, 
with the periodic involvement of DAW vendors, some 
audio manufacturers and various end users. The aim was 
to produce a test that could be reliably used by all parties 
as a reference for measuring DAW performance. What 
actually happened was rather more revealing, as we shall 
see. 
The benchmark started life with the well-known 'Blofeld's 
Return' demo song that can be found on the 
Nuendo/Cubase CD-ROMs, which was then modified to 
keep the audio (hard drive) loading more constant and 
had 25 30-second audio tracks added to it, each 
containing a sine-wave tone. Then a Magneto plug-in 
(initially disabled) was added to each of the audio tracks. 
Overall, this 'Blofelds DSP40' test runs 40 stereo audio tracks, 40 4-band EQ plug-ins, 40 
VST Dynamics plug-ins, one Multiband Dynamics plug-in and up to 40 Magneto plug-ins. The 
idea is to run the song and then start enabling the single Magneto plug-in on each track in 
turn until you hear audio breakup, and then report the number of Magnetos your system can 
manage.  
With 40 stereo audio channels, each 
running a 4-band EQ, VST Dynamics 
and, potentially, a Magneto plug-in, the 
new 'DAW Bench' provides a tough but 
very informative test for modern dual-
core computers. 
Sound On Sound - July 2006           126 of 178 
There are two strengths to this approach, compared with running a static test containing a 
fixed number of plug-ins and then simply reading the Cubase or Nuendo CPU meter. First, 
you avoid inaccurate meter readings (particularly at low latencies), but second, you also find 
out exactly how many plug-ins you can run on a particular system. Moreover, because even 
the slowest dual-core PC can manage nearly 40 Magnetos at 12ms latency, and you're 
enabling them one by one, listening for obvious audio breakup rather than relying on your 
interpretation of a CPU meter reading, you can reliably measure performance increments to 
about 2.5 percent (one in 40). Faster dual-core PC results become even more accurate 
because they can run even more Magneto instances. Such incremental accuracy not only 
makes it easier to quantify the relative performance of different dual-core processor families, 
but even to spot fairly small differences between different PCs with identical dual-core 
processors, which may be due to different BIOS settings, RAM speeds, and so on.  
ASIO Driver Issues 
I've never seen much point in testing how many instances of a plug-in you can run on a PC 
before it falls over, as I feel this bears little relation to the real world of the musician. However, 
in the case of 'DAW Bench' the balance of audio tracks, plug-ins and soft synths is a very 
reasonable representation of many real-world songs. It has also exposed some fascinating 
facts. 
The most contentious of these is that while most PCs will manage to run a certain number of 
Magneto plug-ins without problems, if you save the test song at this point and then re-load it, 
it won't run without glitching unless you disable some of them again. The lower the latency, 
the more pronounced this effect. To give you an idea of the scale of the problem, one system 
managed 42 Magnetos at 6ms latency, but would only run properly with 29 when the same 
song was re-loaded. 
This phenomenon finally confirms anecdotal evidence from various musicians who've 
reported that a particular song ran perfectly one night, but wouldn't run without serious 
glitching when they booted up their PC next morning. Tracking down the cause could have 
been an extremely frustrating exercise, but for one fact  the Save/Re-Open 'droop' didn't 
happen on any system running a Lynx Two soundcard. The Lynx Two not only managed to 
run the tests with remarkable consistency between sessions, but was also the only product 
across a handful of audio interfaces from different manufacturers that managed to run 'DAW 
Bench' right down to 3ms latency at 44.1kHz (most others refused to run it without severe 
glitching). 
Further tests confirmed that the Lynx Two was immune to the above issues across a selection 
of PCs running AMD and Intel hardware, whereas both PCI and Firewire interfaces from other 
manufacturers, including MOTU, Presonus, RME and Terratec, had large variations reported 
between sessions. This appears to be an ASIO driver issue, and that impression is reinforced 
by the fact that RME quickly released a beta driver for their popular HDSP-series interface 
that hugely improves its low-latency performance in this test, on both AMD and Intel systems.  
PC Snippets  
The Protoplasm TSM synth from 
designer HG Fortune should excite any 
Sound On Sound - July 2006           127 of 178 
www.hgf-synthesizer.de 
New mLAN Drivers: Yamaha have released a new 64-bit version of their mLAN musical networking 
protocol drivers compatible with Windows XP Professional x64, with a view to making sure that their Windows 
Vista drivers are ready well ahead of Microsoft's own schedule for the Vista operating system. Other good 
news for PC users of mLAN is that by the time you read this another mLAN driver version will have been 
released that finally fixes the annoying random latency offset error experienced in some systems, which foxed 
the automatic latency-compensation features of applications such as Cubase SX. 
www.mlancentral.com  
System Results To Date 
The test results so far have now been gathered together into graphic form on the DAW Bench 
web site, and some initial conclusions drawn. Using the Lynx Two as the reference audio 
interface, for consistency, systems based on Intel's Pentium D940 dual-core and AMD's X2 
4200+ processors turned in fairly similar results. After the poor performance of Intel's D800 
series, this is good news for Intel enthusiasts and those who need maximum compatibility 
with audio hardware. 
In this test, at least, PCI interfaces also performed better than Firewire ones with AMD 
systems, but this interface variance was less pronounced with Intel-based PCs. On the other 
hand, Intel dual-core system results proved to be quite dependent on memory bandwidth  
so the most appropriate RAM modules and BIOS timings are important. Results for both AMD 
and Intel overclocked systems have also been published that don't display a simple 
proportional increase in audio performance with clock speed, which suggests that other 
system variables are involved.  
The Future 
Overall, 'DAW Bench' already has a lot of potential for exposing issues with ASIO drivers, and 
I suspect that it's already being used by interface manufacturers keen to improve this aspect 
of their product's performance. No doubt driver revisions will emerge as a result, especially 
now that this test is available to end-users, who will probably want to investigate how their 
own interface performs at low latencies, compared to others. 
I suspect that the test could also prove to be a great way for both professional and DIY DAW 
builders to find the optimum BIOS settings for each system they assemble, since with a 
suitable audio interface you can reliably push any system to the edge, reboot, tweak various 
aspects of the BIOS, such as memory timings, and try again. 
There will always be those who claim that a single test can be biased to favour certain 
systems (Intel or AMD, and so on), via the choice of particular plug-ins, but if you suspect this 
it's easy enough to replace Magneto with something else and check for yourself. This 
benchmark was specifically designed as a torture test for the audio card, its drivers, memory 
bandwidth and hard drives. However, it doesn't specifically stress the CPU (the component 
that's often the limiting factor for many musicians), so I'm looking forward to the next 
benchmark test in the series, which will concentrate more on gradually loading soft synths into 
a project. I suspect that this test may be just as revealing in different ways.   
Published in SOS July 2006 
Sound On Sound - July 2006           128 of 178 
Classic Tracks: Bryan Adams 'Run to You' 
Click & Buy PDF 
Producers: Bryan Adams  Bob Clearmountain 
Published in SOS July 2006 
Technique : Classic Tracks   
The Reckless album was a huge success for Bryan Adams, 
giving rise to six hit singles - but the first one, 'Run To You', 
was almost never even recorded. 
Richard Buskin 
One of the most recognisable names among the studio 
elite of the past 25 years, Bob Clearmountain has 
certainly earned his stripes as a producer and engineer. 
Indeed, since the 1980s, 'Mixed by Bob Clearmountain' 
has been an industry catchphrase. Suffice it to say, it 
would almost be easier to list the major artists whose 
records he hasn't worked on, such is the veritable Who's 
Who of his track record. 
Influenced by his guitar-playing older brother, Clearmountain began playing bass as a 
teenager. However, it was his fascination with recording technology that led him to apply for a 
job at New York's Media Sound after a band that he played with had cut a demo there. The 
year was 1972, and although, with much persistence, he was initially hired as a delivery boy, 
after just a couple of deliveries he found himself assisting on a session for Duke Ellington. Not 
a bad start, and one that quickly led to several of the aforementioned engineering 
assignments, as well as productions during the second half of the decade for artists such as 
The Rezillos, Billy Cobham and Narada Michael Walden. 
Nevertheless, while bigger things ensued at the start of the Eighties courtesy of projects with 
the Stones, Roxy Music, Bowie and Huey Lewis, 1984 was arguably Bob Clearmountain's 
halcyon year. Not only did he produce and engineer Hall & Oates' Big Bam Boom and mix 
Bruce Springsteen's Born in the U.S.A, but he also co-produced and engineered Bryan 
Adams' smash-hit Reckless album, having previously fulfilled the same role on Adams' You 
Want It, You Got It (1981) and Cuts Like a Knife (1983).  
Come Together 
It was on the advice of A&M Records A&R exec David Kershenbaum that Adams initially 
hooked up with Clearmountain, and the latter duly helped the Vancouver native assemble a 
band in L.A. for the You Want It, You Got It sessions. 
"He had been rehearsing with some musicians there and I guess he 
was really disappointed with their performance," Clearmountain 
explains.  
"The Power Station had already been booked, and a couple of weeks 
before he said, 'Look, do you know any musicians? I've fired every 
one.' Well, I had worked with [drummer] Mickey Curry on a G.E. Smith 
album that I'd produced, and another guy named Brian Stanley who 
was the bass player, and then I also knew Tommy Mandel, a keyboard 
player who had worked with Ian Hunter, whom I'd previously 
engineered. So, I just called them all up, and that worked out really 
well for the You Want It, You Got It record. For the next album, Bryan 
brought in a different bass player, Dave Taylor from Vancouver, and 
these were the guys who also formed the rhythm section for the 
Reckless album."  
Bryan Adams performing live around 
the the same period as Reckless.  
Photo: Fin Costello / 
Redferns 
Sound On Sound - July 2006           129 of 178 
Reckless captured Bryan Adams at the top of his game, even if it would subsequently be 
eclipsed in terms of sales by 1991's Waking Up the Neighbors. Boasting an idiosyncratic mid-
Eighties sound and spirit, it spawned no less than six American Top 30 singles, and the first 
of these was 'Run To You', that paean to illicit love co-written by Adams and Jim Vallance, 
and largely built around a chorus that melds melodic hard rock with the singer's trademark 
raw-throated vocals. Still, while one of the track's distinguishing features is the obligatory 
heavy drum sound, this was crafted by Clearmountain in unconventional fashion amid fairly 
adverse conditions.  
Simple Stuff... 
While most of the Reckless overdubs would take place at New York's Power Station, where 
the album was also mixed, the basic tracks were recorded at Little Mountain in Vancouver, 
owned by Bruce Fairbairn and Bob Rock, where the setup included a Neve 8048 console, a 
Studer A80 and, according to Clearmountain, little else. Indeed, one of his fondest memories 
there is of assistant engineer Michael Fraser sitting cross-legged on the producer's desk in 
front of the patchbay and re-patching whenever there was a need for playback. 
"That thing had an antiquated design, so it was a lot of work," 
Clearmountain recalls. 
"I'd look at Mike like, 'I don't know what the hell you're doing,' but 
as long as I could hear what I wanted to hear, whatever he did 
was fine by me. He was amazing, and I'm not surprised that he 
went on to become a brilliant engineer. That studio was basically 
just a console and a tape recorder, which was also a problem 
because, while the A80s were great-sounding machines, their 
motors were kind of under-powered for two-inch tape. I remember 
one song, maybe 'Summer of '69', where we had a bunch of edits 
 it came right at the end of the reel, and as it would hit the edits 
the tape would start to slow down a little bit. 
"Although it was really well-known, Little Mountain was almost like 
a low-budget studio, with virtually no outboard gear, a smallish 
control room and these horrible speakers that were pretty much 
unusable. I can't remember what they were  I just listened to 
them one time and turned them off. The main room, meanwhile, was enormous  they 
recorded orchestras in there  but it was very dead. It was also used for jingles, and the 
walls were all thick with insulation and padding. If you had your eyes closed, you'd swear you 
were in a bedroom or a closet, but then you'd open your eyes and see this enormous high-
ceilinged room. 
"On the first day I thought, 'Man, how are we going to get a rock drum sound in here?' But 
then I walked around and found a door off to the side of the studio that led into a loading bay; 
a big concrete garage into which you could back a truck. They just used it for storage, they 
never really opened the garage door, but it had this incredible sound. I went in there and 
clapped my hands and said, 'Wow, can't we record the drums in here?' As it turned out, we 
decided it would be kind of awkward to have Mickey the drummer in a whole different room, 
so I set up the kit right in front of the door, got these gobos on which one side was a real hard 
wood surface, and made a big funnel-shaped device that focussed the sound through the 
door into the loading bay. I put a couple of room mics in there, and that's how we got our big 
rock drum sound. 
"The funny thing is, someone apparently measured exactly how we'd set the drums up, and 
when Aerosmith's records and other rock records were done at Little Mountain they'd set 
everything up exactly the same way. So, if you listen to some of those Aerosmith records, the 
drums sound almost identical to the ones on the Cuts Like a Knife and Reckless albums."  
The recording layout at Little 
Mountain. 
Sound On Sound - July 2006           130 of 178 
To the best of Clearmountain's recollection, for the latter album Mickey Curry's kit was miked 
with an AKG D12 on the bass drum, Sennheiser 421s on the top and bottom of each tom-tom, 
AKG 451s on the hi-hat and cymbals, and a Shure SM57 on top of the snare with an AKG 
451 on the rim in order to capture a little more attack. Room mics were Neumann U87s. It 
was, in essence, a straightforward setup that achieved an amazing sound, not least 
considering the environment in which the recording took place. 
"Having such a dead-sounding room was quite an obstacle," Clearmountain remarks. 
"Then I found these big 4' x 8' pieces of sheet metal out in the loading bay. I don't know what 
they were there for, but we put them up on the walls around where the drums were set up just 
to try to get some ambience. The drums were set up at a sort of right-angle to the door, and 
with the gobos in front of the kit the sound was bounced at a 45-degree angle into the loading 
bay. It was interesting, to say the least, and was further proof that you can pretty much 
achieve anything anywhere. I mean, I record drums now in my tiny little lounge, which is 
certainly not a studio, and that works really well, so you can work just about anyplace."  
Uncertain Beginnings 
As with all the Bryan Adams albums that Bob Clearmountain worked on, the MO was to rehearse for a 
couple of weeks before the start of recording. The material was all written beforehand and demo'd at the 
home of Jim Vallance, and while these demos often served as blueprints for what ended up on the 
finished record, Clearmountain used the rehearsal period to offer his own suggestions in terms of the 
musical arrangements. 
"When I first heard 'Run to You' I thought it was pretty good," he recalls, "but Bryan was thinking about 
leaving it off the album. He was writing songs for other bands at the time, and there was some other 
band that he was going to give that to. I remember riding around town in his car when I first arrived and 
he was playing me the demos, and when we got to 'Run to You' he said, 'I'm not sure what I'm going to 
do with this one,' and I said, 'You're gonna put it on this album! It's a great song.'" 
In truth, it was a song of simple and somewhat incomplete structure, looping around a hook without ever 
developing in the manner that might have been achieved by way of greater application during the 
compositional process. 
"That could have been the cause of Bryan's uncertainty," Clearmountain agrees. "I don't think he 
considered it to be up to the standard of his other material. But it had such a great guitar hook, which 
was there right from the start, and everything was kind of based around that hook. Sure, it was real 
simple, with a nice and simple melody, but it just sounded like a hit song to me, as did a couple of 
others. It was 'Summer of '69' that I wasn't too sure about." 
'Run to You' was very straightforward, comprising about a half-dozen takes out of which the best two or 
three were then chosen to edit between.  
"Bryan was a good guitarist and he kept getting better as we went along, doing a couple of really good 
solos on the [1987] Into the Fire album," Clearmountain says. "He really worked on his guitar playing 
over the years and I now think he's a great guitarist  he was both meticulous in his approach and 
capable of letting it rip. He would let it rip and then we'd go back and fix bits. Both of us were pretty 
meticulous, and that's one of the reasons why we got along so well."  
Altogether Now 
Alongside the drums, the other musicians played together as a live rhythm section, scattered 
around the room. 
"The guitar amps would always be way off to the side, because unfortunately that studio 
apparently had power mains that ran right down the middle of the floor," Clearmountain 
recalls.  
"So, if you got a guitar amp anywhere near there, it would just hum like crazy... It really wasn't 
a terrific studio. But the room was big and a lot of people liked it. And it was also one of the 
only games in town at that time. 
Sound On Sound - July 2006           131 of 178 
"[Guitarist] Keith Scott had a Marshall amp, recorded with 
an SM57 in front, but I'd also sometimes use a couple of 
mics, place a gobo nearby and face one of the mics away 
from the amp, towards the back of the gobo, to get this 
reflected sound. Then I'd mix that with the main mic, 
maybe put it out of phase, just trying to get a bit more. 
Sometimes we'd also combine amps  a Marshall with a 
Fender Twin, or something like that  just to get different 
sounds. 
"In terms of the keyboards there was always a Hammond 
B3, so I'd usually have four mics on the Leslie  two 87s 
on the top and two on the bottom, recorded in stereo. 
Tommy [Mandel] also had this cheap little Casio keyboard 
which sounded really good. You can hear it on 'Run to 
You'  these little tinkling sounds, especially coming out of the solo section. The Casio was 
DI'd, and so was Dave Taylor's bass, which also used an amp  I think it was an Ampeg 
SVT. 
"I would always put the bass player as close to the drums as I could get him, so they were as 
tight as possible, and Bryan would be standing somewhat in the middle of the room because 
he'd also be singing a rough vocal into an SM58 and directing the band. Keith Scott was off to 
the right and facing the control room, standing in front of the drums that were at the back and 
to the right." 
An average of two backing tracks per day was the norm during the recording sessions  all 
of the pre-production evidently paid off  yet the Little Mountain session ended up lasting 
about three weeks due to some overdubbing of guitars, as well as the non-Pro Tools editing 
of each number.  
Powering Up 
The decision to relocate to Power Station was borne largely out of Clearmountain's desire to 
return to his home base. 
"It was nice to be in New York, it was nice to get out of Vancouver for a bit," he says. "Then 
again, we couldn't really mix at Little Mountain. They didn't really have the facilities for mixing, 
and Power Station was great. I'd mixed tons of records there, so I was very comfortable, and 
Bryan also liked being in New York. Plus the fact that the keyboard player Tommy [Mandel] 
was from New York." 
Before the mix took place on the SSL E-Series console in 
Power Station's Studio C, the facility's Neve 8068 came 
into use for more overdubs, as it had for all of the 
recordings on the preceding You Want It, You Got It 
album. Among the assignments this time around was to 
capture the lead vocals, with a number of different 
microphones being used. 
"We would choose the mic for the song," Clearmountain 
says. "We actually used a Shure SM58 for a couple of the 
tracks because we wanted a real edgy sound, and then 
for other songs that we didn't want to be as edgy we used 
a U87 or an FET 47. That studio didn't have good vintage 
mics, and neither Bryan or I could afford expensive mics back then, whereas now I've got a 
few good microphones and he's got an amazing mic collection. So, back then we just used 
what was in the studio, and I remember at one point lining up one of every mic there and just 
getting him to try a verse and a chorus with each of them, before picking the one that we liked 
best. Usually it was a U87.  
Photo: John Abbott 
The control room in Studio C as it is 
today. The Power Station was renamed 
Avatar Studios in 1996 and continues 
to enjoy a reputation as one of the 
world's best recording studios.  
Photo: John Abbott 
The live room in the Power Station's 
Studio C as it is today. 
Sound On Sound - July 2006           132 of 178 
"Bryan was pretty confident about his vocal abilities and also very objective. He's got an 
amazing ear. We'd be doing vocals and he'd go, 'Oh, I sang out of tune. Let's do that again'. 
You see, we wouldn't do comps in those days, because it was all 24-track. We'd have two 
tracks and keep punching-in on one track, and he was really good at that. He could punch 
word after word and it would sound like a performance. He was pretty amazing at that. He 
would perform a line and go, 'Okay, yeah, that was good,' and I would say, 'Well, let's try it 
again.' He'd go, 'No, no, no, that was good,' and I would persist: 'Let's try one more on the 
other track.' So, we'd give it a shot and then compare the two, and if it was better then I'd just 
bounce it over. That was the extent of our comps." 
Adams' aforementioned ability to punch-in is all the more remarkable in light of the sustained 
high energy and rounded performance of a vocal such as that on 'Run To You'. 
"He was unbelievable at that," Clearmountain confirms. "And he would never get worn out, 
because he'd only do a couple of lines at a time. Each line was like a burst of energy, so it 
wasn't a case of being a little bit tired by the time he'd get to the third verse. He'd just 
concentrate on each line, and he would use that technique to really get something amazing. 
In fact, he would often start off by doing a couple of complete passes to get a take that he felt 
really good about, and then we'd go back and listen to it and say, 'Oh, we can do that line 
better.' We'd go line by line, and he would always say, 'Yeah, I can do that better,' so we'd 
usually end up redoing the whole thing. It was a case of having a blueprint to work with and 
then just outdoing it.  
Hurry Up & Wait 
"Bryan always had a tendency to sing on top of the beat because he was so energetic, and 
then I'd actually have to pull him back, saying, 'Okay, you're too far ahead of the beat. Keep 
the energy and pull it back.' He would pull back so that he was still pushing it, and that's part 
of where the energy came from. In fact, that's why I was disappointed when he started to 
work with 'Mutt' Lange  Mutt would actually sample each line of his vocal and lay it back in 
so that it was exactly on the beat. Mutt had a mechanical approach where he wanted it to be 
perfectly in time, and to me that kind of overlooked Bryan's energy, where he was pushing the 
band, leading the band. I always thought that was an exciting thing about his voice, and the 
later albums don't really have that. Of course, most listeners aren't aware of it, but there's an 
immediacy to the way that he pushes everything." 
Likewise, Clearmountain asserts that the energy of the thundering 
chorus on 'Run to You' was more down to the recording than to the 
mix. 
"Most of it was the performance," he remarks. "We'd always push 
for really exciting performances. Like on Into the Fire, there's a 
song called 'Victim of Love' which has this long outro, and we had 
Mickey Curry just go out and fill up a whole tape with drum fills. He 
would play the end of the song and every four bars he'd do a 
different drum fill, and then we'd go through it, pick the ones that 
we really liked and place them in the outro. We did the same on 
Reckless, where a lot of the songs were kind of pieced together 
even though they sounded totally live. It was all about getting the 
most exciting bits, and once in a while we'd also get a great take. 
That was pretty rare, but occasionally we would actually have a full 
take. 
"To be honest, it was a great band. Mickey Curry is an unbelievable drummer, besides being 
hysterically funny, and so we'd always have a great time cutting tracks. Everybody would be 
cracking jokes in between cuts and sometimes they would just start jamming on something. 
There was usually a Linn drum machine in the control room, which we'd use to provide a click 
track, and so Keith would do these little rap things, I'd start playing handclaps on the Linn, 
and we'd just crack ourselves up with these silly, stupid things and then go do a take.  
Bob Clearmountain today. 
Sound On Sound - July 2006           133 of 178 
Everybody would be pumped up, having a great time, and it was all about getting this vibe in 
the studio. I think that comes through on all those records, where it just sounds like there's 
this energy going on. Well, that was there. It was in the original recordings. 
"We didn't have the boxes back then to create different room sounds, so we did it the hard 
way, and that was always the fun of recording for me. No matter what record I was producing, 
I would always insist on having everyone in the band play together, even if ultimately we 
weren't going to keep the tracks. It was about having everybody's vibe in there and the 
drummer hearing as much as possible coming through his headphones. That energy was so 
important, whereas a lot of the records nowadays are all done bit by bit and they don't have 
that thing that those Eighties records had; the excitement of a band playing together.  
Forever Delayed 
"Sonically, I didn't leave much to the mix. Especially recording on analogue, which is so 
different to digital. Nowadays you can record pretty much flat with digital and then do 
everything in the mix, but you couldn't do that with analogue because you'd just get a load of 
noise. You'd go to EQ and be bringing up tape hiss, and the more you'd play the tape the 
duller it would get. So, I would always put extra top-end when I EQ'd, trying to make 
something sound as if I was mixing it when I was recording it. You know, I'd really crank the 
treble, because the nature of analogue was that as soon as you played it back it would be 
missing something. That's why I was so glad when digital started to sound good!" 
As for the mix of 'Run to You', Bob Clearmountain has never been completely happy with the 
effects that were applied to Bryan Adams' vocal... Too much delay for his liking. 
"That's one song I've always wished I could have remixed," he admits. "Looking back now, I 
don't know why there was so much delay on the voice. It obviously seemed like it sounded 
good at the time, but when I listened to it later I thought, 'Jeez, I wish I hadn't put so much 
delay on the voice and I wish I hadn't put so much bass in the mix.' I thought there was too 
much bottom-end, and it never sounded right to me, but then other people seem to think it 
was fine. 
"The song starts without any bass, just the guitar lick and a little cross-stick on the snare 
drum, and it sounds so great. But then the bass kicks in and hits radio compressors and the 
whole thing gets kinda quiet, and it always bugs me when that happens. At home it sound fine 
and in the car it sounds fine, but on the radio it's another matter. Still, that didn't keep it from 
being a hit, and nobody else has ever commented on the problem, only me. So, who 
knows?"   
Published in SOS July 2006 
Sound On Sound - July 2006           134 of 178 
Logic: Editing Chords & Signatures With Global Tracks 
Click & Buy PDF 
Logic Notes & Workshop 
Published in SOS July 2006 
Technique : Logic Notes   
The Global Tracks can not only display chords, key/time 
signatures, and transpose values - they also let you edit them 
easily. 
Stephen Bennett 
In keeping with Logic's other Global Tracks, the ones dedicated to time signatures and pitch 
manipulation generally clarify existing Logic functions and make them available in an way that 
makes them easier to use than they were in earlier versions. As is usual in Logic, the Global 
Tracks affect either the display of, or the actual data in, other areas of Logic. The Global 
Tracks covered in this month's Logic article deal with the display and manipulation of 
transposition (for you budding rock-ballad composers!), chords, time signatures, and key 
signatures. 
The Chord Global Track 
You may have noticed that when you play a chord on a MIDI keyboard, its name is displayed 
in the MIDI input/output section of the Transport window  really useful if you want to pass 
on chordal information to other musicians. If you've recorded a whole sequence of chords, 
Logic can analyse and display chordal information in the Chord Global Track. To see this in 
action, play in some chords, make sure the sequence is selected, and then open the Chord 
Global Track from the View menu. If you then click on Analyse, Logic will display the detected 
chords on the Global Track. The Change Display Only tickbox will be ticked automatically to 
prevent your sequences from accidentally being transposed. 
You can edit the chord display by double-clicking on its name (if the analysis algorithm has 
got it wrong) or add chords using the Pencil tool (if it has missed any out). You can also drag 
and delete chords from the Global Track display using the mouse, Eraser tool, and delete 
key. But this feature isn't just there to help you pass on your parts to other musicians. The 
Chord Global Track is closely linked to the Transposition Global Track, and any changes 
made here can have an affect on the overall pitch of MIDI sequences and Apple Loops.  
The Transposition Global Track 
If you open up the Transposition Global Track alongside the Chord Global Track, you'll see 
the effect the different Chords have on the 'root' key of the recording. Just playing back MIDI 
parts with Change Display ticked will not affect their pitch. However, if you untick it MIDI parts 
will be transposed accordingly  you can see the amount of pitch change displayed on the 
Transpose Global Track. Audio-based Apple Loops are always affected by the chord's affect 
on transposition, even if you have the Change Display Only parameter ticked, so it can cause 
a bit of confusion when combining the two. Using the Chord Global Track, you can thus easily 
insert key changes into your Song using basic musical rules, if you like to work this way. 
Sound On Sound - July 2006           135 of 178 
Audio files recorded or imported into Logic 
aren't affected by these transpositions, so if 
you want to keep everything transposing 
correctly, you'll need to convert your 
recording into an Apple Loop first. First 
select the sequence containing the recorded 
audio and choose Open in the Apple Loops 
Utility submenu of the Arrange window's 
Audio menu  the Apple Loops Utility will 
start to load and you'll be asked to enter the 
number of bars you want the Apple Loop to 
be. It's always best to choose an integer 
number of bars when you're creating an 
Apple Loop. In this case, the guitar part is 
eight bars long. The utility will open and you 
can choose the key of the recording and some search tags if you want to make the loop easily 
searchable from the Apple Loop browser. You may also want to add some transient 
information too if it's a rhythmic recording. 
When you're done, click on Save and exit the Apple Loops Utility. Now the guitar recording 
will follow chord and transposition changes just like any Apple Loop. Note that only Apple 
Loops which have a Key Definition will be transposed  some, such as the Apple-supplied 
drum loops, will not. You can use this feature to make sure only the Apple Loops you actually 
want to change key will be transposed. If you like, removing the Key Definition of any Apple 
Loop will make your drums to play two octaves lower, trip-hop style. 
Of course, you can also edit key changes directly on the Transposition Global Track with the 
mouse. You can add transposition nodes using the Pencil tool, delete them using the Eraser 
Tool, and drag them around with the mouse and Arrow tool. If you click on a transposition 
node while holding down the Control, Alt, and Apple keys, a small text box will open where 
you can enter the transposition value directly for accurate Whitney Houston impersonations. 
Setting the transposition value to zero resets the playback to the original pitch. You may 
notice that changing the value of a node on the Transposition Global Track produces a 
corresponding change on the Chord Global Track, and vice versa. The 'root' key or zero value 
of the Transposition Global Track is defined in the Signature Global Track, and the 
transposition values show the difference between the first key signature value displayed there 
and the root note of the chord. So if the Key signature is set to 'C', an 'E' chord will produce a 
transpose value of +4 or -8 (depending if it's transposed up or down), a 'G' will display +7 or -
5, and so on.  
A Shift Too Far 
When using Global Track components that deal with tempo or pitch changes of audio, the key to getting 
usable results is to keep it simple, because Logic's pitch- and tempo-matching facilities are not that 
brilliant (at least up to version 7.2), and you'll only get decent results if you go for minimal changes. Try 
pitch-changes of a few semitones only, and choose the most suitable algorithm from the Time Machine 
submenu in the Arrange window's Audio menu  you'll have to use your ears to determine which 
produces the best results. If you want to go for more exotic pitch changing, you may be better off looking 
at using some third-party software alongside Logic, such as Celemony Melodyne (which integrates with 
Logic using Rewire) or Serato's high-quality Pitch 'n Time plug-in. Although the latter is an AU plug-in, it 
appears in Logic v7.2 or greater as an extra choice in the Time Machine submenu menu. Don't overlook 
Apple's Tiger-based AUPitch Audio Unit either, as it's capable of some pretty high-quality transpositions. 
It's exactly the same when dealing with tempo changes too. Try not to apply overly radical tempo 
changes to audio files, and keep sections small and fixed to the nearest whole beat. Logic can't perform 
miracles, so sometimes the only solution is to play it again, man...  
The Signature Global Track 
We've seen that the Signature Global Track is where key signatures can be displayed, added, 
and edited, but it's also the home of time signatures too. A lot of music these days is 
resolutely in 4/4 or one of its siblings  albeit with the occasional excursion into triplet  
Incoming MIDI data is 
analysed and its chord type 
automatically displayed in 
the Transport window. The 
Chord Global Track can 
extract chord information 
from any selected MIDI 
sequence in much the 
same way. If either 
analysis proves faulty, you 
can adjust how the 
detection algorithm 
responds using the Define 
Chord window. 
Sound On Sound - July 2006           136 of 178 
territory. But if you're more musically ambitious, or into progressive rock or jazz, you may 
want to experiment with some more esoteric time signatures. If you've been listening to early 
Dave Stewart recordings, you may even want to try using multiple combinations of exotic time 
signatures in the first four bars of a song! 
If you want to record alongside a click in 7/8 or 11/8, you'll 
need to set these values at the correct Song Position Line 
(SPL) position. You can do this by typing time signatures 
directly into the Transport bar, which will make sure that 
you'll get a click that will be in the correct time signature 
for you to play along with. To do this, just move the SPL 
to the required bar, double-click on the time-signature 
field in the Transport window and enter the required 
values. If you do this, you'll see that these values are also 
displayed in the Signature Global Track. However, if you want to add overdubs to previously 
recorded audio, or set up a recording session with multiple time-signature changes for you to 
play along with, you may want to add these directly into their required timeline positions on 
the Global Track itself using the Pencil tool. Clicking on the Global Track opens a box where 
you can enter the required values. 
It's important to understand that time-signature changes made on the Signature Global Track 
do not directly affect the playback of any MIDI or audio recordings or Apple Loops  only the 
click-track playback will be affected. However if you open the Score window you'll see the 
time signature displayed there too, and you can also add and edit time signatures directly 
here alongside any key signatures from the Signature Global Track. The Signature Global 
Track is intimately linked with the Score window, and both will therefore find most use by 
those who like to edit and print out their dots.    
Have Your Say! 
If you want to suggest changes or improvements to Logic, then here's your chance! The Apple 
development team are inviting SOS readers to send in their suggestions of what they'd most like added 
or changed in Logic. Email your top five suggestions (in order of preference) to 
logicnotes@soundonsound.com, and we'll forward your lists on to the Logic team. We'll be asking them 
for feedback on which changes users deem most important and how these might be addressed. 
Published in SOS July 2006  
When the Chord and Transposition 
Global Tracks are linked, Apple Loops 
and MIDI sequences can be made to 
follow changes in the chord 
progression. 
Sound On Sound - July 2006           137 of 178 
Making A Living From Music For Picture 
Click & Buy PDF 
Part 8 
Published in SOS July 2006 
Technique : Composing/Arranging    
In music-for-picture work, there's never enough time to do 
what you'd ideally like to. We look at what it's like producing 
music under pressure. 
Bill Lacey 
When scoring music for picture, it's always worth bearing in mind that time is one luxury that 
you will rarely have in sufficient quantities. Deadlines must be met; 'writers block' is 
unacceptable, and a sharp sense of focus is essential (fresh coffee and snacks can be helpful 
as well). Successful completion of a project will usually entail long hours and working late into 
the night. You'll need to get along well with clients, and learn to accept criticism and make 
changes regardless of your personal opinion. Be careful what you wish for, as making a living 
doing what you love will demand much from you. 
Last month, I introduced the trailer to the film The Narrow Gate. You've had a chance to rise 
to the challenge and have a go yourself. Now we'll look at what I did and how I did it  
despite not having enough time...  
Time Is (Not) On My Side 
The circumstances surrounding the scoring of the trailer for The Narrow Gate were a little 
different than the other films we've discussed. Shortly after completing the score and mix, 
producer Heather MacAllister informed me that she would be travelling to the Sundance Film 
Festival, and needed to quickly put together some promotional materials for the film that could 
be handed out. We agreed that a trailer had to be cut for the web site, and that a DVD with 
the trailer on it would be helpful as well. However, the film editor was not available, so I 
tackled the editing job myself. This was just as well, as Heather only had one day available to 
edit the trailer, have the music scored, and create the DVD! 
Having previously given Final Cut Pro seminars for Apple Computer, I'm pretty well-versed in 
the art of video editing, and I'm usually able to move quickly enough to get a job done. 
However, first I had to digitise the film and select appropriate source clips for the trailer, which 
took a few hours in itself. Once the trailer edit was finished, I created a Quicktime movie of it 
and imported it into my sequencer. By this point, half the day was already gone and I had to 
move fast to create the score. As I discussed last month, this trailer needed to be very 
dramatic, to generate excitement and interest in the film (you can download the clip with the 
finished music at narrowgatetrailerafter.mov). 
Sound On Sound - July 2006           138 of 178 
To get started, I selected a palette of instruments. For 
dramatic percussion, I loaded the 'Taiko Earthquake' and 
'Thunder Ensemble' patches from East West's 
Stormdrum virtual instrument. Strings were covered by 
the VSL (Vienna Symphonic Library) Horizon Opus 1 
library loaded into Native Instruments' Kontakt. I wanted 
an ostinato bass line, so I loaded 'KB-6_PZ', a pizzicato 
bass patch. As I had to move very fast, I loaded a string 
Multi patch which covered a large enough range; 
'VI+VC+KB_Stacc' combines violins, cellos and basses in 
a single patch with staccato articulation. I knew I would 
not have time to load the individual patches with more 
samples layered per note, and I would have to sacrifice 
the violas for the sake of speed. To give the basses more 
weight on some low sustaining notes, I also grabbed a 
patch from my East West/Quantum Leap Symphonic 
Orchestra Gold library, 'F CBS Big Sus'; I often layer 
sample libraries together when I need a fuller, richer 
sound than any one can provide. For French horns and 
trombones, I went with the Project SAM libraries, loading forte patches '23 HN Sustain F' and 
'30 TBN Sustain F'. Finally, I added a tam tam and, from the VSL Opus 2 library, a sustain 
flute ensemble patch 'FL-3L_Sus'. 
As I discussed last month, composers usually prefer to work in private, and present only 
finished pieces for review. In this case, though, as with last month's Ghost Soldier, the client 
was sitting right next to me in the studio. The clock was ticking and there was no time to be 
shy; I just had to jump in and start scoring. Since we needed to open the trailer with 
something dark and ominous, I scored the French horns and trombones at the lower end of 
their ranges (see the screengrab of the arrangement on the previous page), playing sustained 
whole notes against a quarter-note bass ostinato line. Astute readers will notice a similarity 
between the bass line here and the one used in The Destruction Of Civilization, the film I 
scored and used as an example in parts 5 and 6 of this series; in fact, it's almost identical. 
Scandalous plagiarism ...not! No one ever accused the Beatles of ripping themselves off by 
reusing a I-IV-V progression on the guitar, and the bass line is, after all, just a supporting 
element here. When you have little time to compose, you'll often have to draw upon whatever 
works to get the job done. End of story! 
To add to the ominous character of the opening bars, I added a soft taiko drum hit on each 
dissolve. The placement from scene to scene was a little inconsistent, as I wanted them to 
land on a beat and in the black for maximum impact. It almost sounds like two simultaneous 
time signatures happening, which is a musical effect I like. At bar 10, the pace quickens, as 
the shots move inside the apartment of the central character and the viewer witnesses her 
growing terrorist paranoia. Staccato cello lines take over here, and are overlapped with 
slightly confused flutes to further emphasise the characters' state of mind. A low bass line 
also comes in to set us up for our next section. Notice that despite the changes, I don't have 
more than three musical parts playing at once  I'm observing the 'Rule Of Three' that I 
discussed in part 6 of this series. 
At bar 18, the pace picks up even further, and the dramatic build to the finish line begins. The 
French horns make a dramatic entrance, while the basses play a fast moving staccato line 
that is doubled and tripled by the cellos and violins. The string textures thicken, and at the 
point where the picture goes to black, the tam tam and taiko drum sound and ring out. To 
push this a little further, I added a horn glissando from VSL's Epic Horns library, 'Ho-
8_Gliss_12_Up' to lead into the percussion sting. It's a bit of a clich, but very effective! 
As I've mentioned previously, I'm really a guitar player with dreadful keyboard technique, and 
playing this last section in real time without quantisation was a challenge for me. It didn't help 
that the client was sitting next to me, hearing one embarrassing attempt after the next. Time 
was getting short, and we needed to wrap up so that we could move on to the DVD. So I 
politely explained to the client that I would prefer to put some headphones on and turn the 
speakers off. Once that was done, I proceeded to slow the tempo down until I could play it  
Part of the finished score for the 
Narrow Gate trailer in MOTU's Digital 
Performer. Note that the score is 
written in on a now-completed version 
of the Film Cues layout introduced last 
month. 
Sound On Sound - July 2006           139 of 178 
just right. That went very well, and when finished, I put the tempo back up to the original 
speed and played it for the client, who was extremely pleased. So whatever works to get you 
to the finish line is fair game! 
I bounced the mix and assembled the DVD in Apple's DVD Studio Pro. Once that was 
accomplished, I created a smaller-sized Quicktime movie for the web site. It was a long day, 
but by the end of it, we had a suitable film trailer, a dramatic music track, and a happy client. 
All in a day's work! 
Until now, I've focused on dramatic films destined for cinemas, and now it's time to change 
gears a bit, and turn to the world of television, and to a documentary in particular. It is not 
uncommon for documentaries to require a degree of authenticity that is not always called for 
in the cinema; there can be less flexibility for artistic licence with the score, for example. 
Documentaries often require the music to be representative of a particular locale, or even a 
specific period in history, in addition to accommodating the subject matter. In the case of the 
next film, the director had some very specific musical requirements.  
Contracts 
One area that we have not yet touched on in this series is work contracts. I'm not a lawyer, and would 
prefer that you seek legal advice regarding contracts from appropriate professionals, but a few of my 
thoughts on the subject might prove helpful. 
Every job opportunity often requires a different approach. For much of my television writing, where most 
of the clients have come about as a result of long-term relationships, contracts are rarely written up. The 
same is true with music houses that I've worked with for many years. Verbal agreements regarding 
terms and budgets are common. I think it is a general rule that the more money is involved, the greater 
the need for some contractual agreement in writing. When the project you're working on is going to be 
broadcast on major networks, contracts are required for musicians as well. Some independent films I've 
scored, on the other hand, have proceeded on a handshake. For others, a simple contract was drawn 
up after speaking with the client. And for a few others, it was necessary to have a lawyer review the 
terms. Use common sense when proceeding in this area. It certainly doesn't make sense to get all 
worked up and hire a lawyer for a low-budget job with a first-time filmmaker. 
In the case of Dinka Diaries (see overleaf), producer Filmon Mebrahtu presented me with a fairly 
detailed contract stipulating ownership, delivery dates and compensation. When dealing with films that 
are funded, especially by private or non-profit organisations, it is necessary for everything to be done in 
writing. Don't hesitate to ask questions or request revisions; after all, contracts are designed to protect 
both parties. 
On the whole, I have found that contracts are a good thing. As you get higher up the food chain, they 
can get fairly complicated and deal with royalties, soundtrack recordings, cue sheets, session costs, 
licensing issues, and so on. Read them carefully, and be sure to specify in writing exactly when you are 
to be paid. If you don't, you can be sure that it will be much later than you hoped!  
Meet The Director 
The documentary film Dinka Diaries was written and produced by Filmon Mebrahtu. It tells the 
stories of African immigrants living in Philadelphia and their experiences dealing with 
American culture (for more about the film, see the box overleaf). Filmon was born in Eritrea, 
located to the East of the Sudan in Africa. In the 1970s, when he was six, his family left to 
escape the political and civil strife there. In 1984, after attending schools in India and the 
United Arab Emirates, he arrived in the United States to study electrical engineering in 
college. After working for a while in wireless communications, he developed an interest in 
filmmaking, acquired a digital video camera, and began to learn the art of filmmaking. From 
2002 to 2004, he participated in the Independent Television Service (ITVS) Mentorship 
Program, working with award-winning filmmaker Louis Massiah. His most recent films include 
Stop Killing Taxi Drivers (2001) and Rencontrer (To Meet) (2004), which have been screened 
at various museums and festivals in the US. His work has also been broadcast on 
Philadelphia's WHYY and WYBE television channels. In 2005, Filmon was a recipient of the 
prestigious Pew Fellowship Award for the research and development of his new film project 
migr, which chronicles the experiences of two Senegalese Muslim immigrant families over 
the period of one year  one family in Paris, the other in Philadelphia. It is through 
documentary filmmaking that Filmon seeks to understand his own immigrant experience, 
while exploring the experiences of others. 
Sound On Sound - July 2006           140 of 178 
Filmon contacted me after listening to some samples of music on my 
web site. When I first spoke with him by telephone, we discussed the 
subject matter of the film and some specific issues that were of 
importance regarding the music. We also needed to determine the 
feasibility or working together, as we were some 130 miles away from 
one another. We agreed to meet at my studio and discuss the 
particulars. Distance is less of a concern these days with the advent of 
high-speed Internet access (more on this in a moment), and we were 
able to put that issue to rest. The bigger hurdle to overcome was the 
temp music. 
Filmon was influenced by the music of African blues guitarist Ali Farka 
Tour; he was attracted to the blues element of Tour's playing, and 
felt it would work well to represent the universal experience that the 
immigrant teenagers in the film were experiencing. The good news was 
that I play the guitar. The bad news was that I had never heard of Ali 
Farka Tour before. Luckily, Filmon brought along a few CDs of 
Tour's music as a guide. While he did not edit the film with this music, 
he had a few specific tracks that he felt were appropriate, and he asked 
that I listen to them. 
So began my education in the music of Ali Farka Tour! But then one of the benefits of 
working on a documentary film is being introduced to music that you might previously have 
been unaware of. I grew up admiring the great blues rock guitarists of my generation, but 
African blues guitar was something a little different. We agreed that a solo acoustic guitar 
playing in the style of Ali Farka Tour would be the best solution for certain scenes in the film, 
although it was not important to exactly mimic his style. For other scenes, a string orchestra 
would be suitable, along with African percussion, the idea being to make the music a 
significant hybrid of American and African styles. 
As I mentioned in Part 5 of this series, I like to take on jobs only if I feel that I can handle 
them. Had Filmon wanted a virtuoso violin to be the focal point of the film, I would have 
passed on this project, as such a task is beyond my skills, and the budget did not allow for 
additional musicians. So being a guitar player was the deciding factor for me in accepting the 
job. What's interesting is that there were few examples of my guitar playing on my web site! 
Yet Filmon liked what he heard despite that, and in the end, it was a bonus that I was a guitar 
player. Filmon is something of a guitarist himself, so it was fairly easy to communicate about 
the specific parts that would be played.  
About This Month's Film 
Dinka Diaries is a documentary film that tells the story of three 
Southern Sudanese teenagers who are uprooted from their 
homes in the Sudan and find their way to America. In 
November 2000, Mike Kuch, Abraham Kuol and Joseph Deng, 
all under 18, arrived in the city of Philadelphia. Two years 
later, they collaborated with Filmon Mebrahtu to document 
their experiences as they assimilate into American society. 
The goal of the film was to allow immigrant communities to 
participate in the creation of the media that tells their story. 
Through a combination of video diaries shot by the young men 
themselves and scenes shot by their teenage peers and 
filmmaker Mebrahtu, the film provides an honest and thought-
provoking account of the complexities of acculturation. The 
film was shot in Mini DV format, and edited by Mebrahtu on a 
PC using Adobe Premiere Pro. Dinka Diaries was produced in 
association with various organisations in the US, including 
ITVS (the Independent Television Service) and NBPC (the 
National Black Programming Consortium), was co-produced 
with Philedelphia Public Broadcast channel WYBE, and was 
funded by the US Corporation for Public Broadcasting.  
Scenes from Dinka Diaries (clockwise 
from top left): the film explains the 
background to the conflict in the Sudan 
which leads to Dinka like Joseph and 
Abraham coming to the States. Partly 
guided by audio cassettes of advice 
from their village elders in their former 
homes, they begin to assimilate, both 
into the community of other Dinka 
based in the USA, and also into wider 
American society.   
Photo: Reel 
Voices/Vera Viditz-
Ward 
Dinka Diaries producer 
Filmon Mebrahtu. 
Sound On Sound - July 2006           141 of 178 
Email, Web Or FTP? 
The Internet has certainly changed our lives. Faster speeds and cheaper prices continue to 
improve our ability to communicate and exchange files with clients. For years we've been able 
to exchange small MP3 audio files via email, but it's only recently that it's started to be 
practical to send video files around electronically, as the file sizes are so much larger. 
However, clients usually prefer to hear the music in context, with the visuals, and there are 
now a few solutions available to us to make this work. 
The first thing I do when I'm ready to present a piece for review is bounce the mix with the 
picture to a small Quicktime movie file, usually sized at 320x240 using the MP4 codec. This 
gives me reasonably good-quality audio and video for review purposes. This size may be 
small enough to email, especially if the scene is under a minute in length. However, some 
mail servers reject attachments larger than 5MB, and almost all email hosts limit the storage 
space available. Another method of delivery is to post your clip on your web page, and email 
your client a link to it. This avoids email-related problems, but requires you to have a web 
page, plus the knowledge of how to use web-design software, so it's not always the best 
alternative, particularly if you have lots of files to send, and scant time to send them in. What's 
more, this method won't help if your client needs to send you a revised video file quickly; 
some degree of two-way communication is desirable here. You can connect with your client 
via iChat or instant messaging and send the file that way, but that assumes your client is 
available to be on line. And I have found that the latter solution, while it gets around the file-
size limits, is very slow. 
For me, the best solution has been to use an FTP (File 
Transfer Protocol) server to exchange files. There are 
Internet file-transfer services that host these, or you can 
get one yourself. I have found Yahoo's Web Hosting to be 
a cost-effective solution, although there are many others 
as well. For US$12 a month I get five Gigabytes of 
storage, a web domain, a web site and email. I create a 
directory that the client is given password access to, 
allowing them to upload and download files at their 
convenience. 
One extremely important thing to remember when using 
FTP transfers is to name your files appropriately. You 
can't use any illegal characters, such as dashes and 
commas, and you mustn't leave spaces in the name, although it's OK to use an underscore 
('_'). Be sure to use the standard 'dot-and-three-letter' file extension after the name. For 
instance, don't just name your movie file 'my_masterpiece' and post it to the FTP; instead, if 
it's a Quicktime Movie, name it 'my_masterpiece.mov' to be sure the file won't be garbled by 
the server. And be sure to add '.mp3', '.aif' or '.wav' to your audio files as well. 
Using this method, I've been able to upload very large audio files for clients to review or for 
post-production houses to download for mixing. And at times when a critical last-minute 
change is made to picture, the client can upload the fix to the FTP for me to download, so that 
I can make suitable changes to the score. It's a cost-effective solution that allows you to work 
from home and with clients anywhere in the world where there is high-speed Internet access. 
For Dinka Diaries, I would bounce each scene to a Quicktime movie, post it to my FTP server, 
and then send Filmon an email advising that the files were ready to download. He would 
review them, then call me on the phone to give me his thoughts. This allowed us to work 
remotely for the majority of the work. It also facilitated his sending me a revised cut for one 
scene, as well. Most of my clients prefer this method, as it means they don't have to attend 
sessions, and yet they are able to communicate feedback and receive revisions almost 
immediately.  
Photo: Reel Voices/Howard Kellogg 
Filmon Mebrahtu (with camera) working 
on an interview for Dinka Diaries. 
Sound On Sound - July 2006           142 of 178   
Preparing Mix Files 
This box just goes to show how opinions can vary in the world of music production. Hilgrove Kenrick, 
who wrote the first half of this series based on his mainly UK-centric, television-oriented experience of 
music for picture, advised you to compress and limit all of your finished music to within an inch of its life 
before finally submitting it to your clients. Whilst I agree that this is reasonable practice when you're one 
of several people pitching for work, and you're trying to make your material stand out (by dint of it being 
louder), it's not something I'd advise for completed submissions. 
So why the difference of opinion? After all, when preparing music for compact disc release, most 
composers nowadays mix their music as loud as possible, and levels are then often maximised, leaving 
virtually no headroom. Why should music for picture be different? Well, in film and television an entirely 
different set of circumstances is at play. In addition to the headroom needed to accommodate broadcast 
transmission (broadcast levels in the States do not usually rise above -10dB on a peak meter, to take 
one example of this), audio mixers must accommodate dialogue, sound effects and location sound as 
well as music. Consequently, I think it's best not to normalise your mixes, and avoid heavy compression 
or slamming your tracks with a peak limiter unless it is an essential part of your track's 'sound'. Post-
production mixers will only have to lower the level of your track, so you might as well save yourself the 
trouble. 
There's another reason why I think you should go easy on the dynamics processing with your music-for-
picture work. I do lots of film and television mixing myself, and when I'm performing this role for clients, I 
know that I prefer to have the option to add any compression or limiting myself in order to make the 
track fit better in the overall audio mix. A track that is over-compressed or heavily limited might have to 
be pulled further back in the mix than was originally intended; remember, in music for picture, dialogue 
is king. And that's why I think that budding composers should let mix engineers do what they do best, 
while the composers stick to composition.  
Possible Mission 3 
I'm going to cover three scenes from this film. The first contains the background information 
that introduces the three boys from the Sudan (you can download this scene from 
dinkaphotosbefore.mov). As is common in documentaries, this scene consists of a number of 
still photographs that dissolve into one another, accompanied by narration. Filmon and I 
decided that I should score this scene using guitar and string orchestra, and in particular a 
nylon string guitar. The idea was to create a piece that was sympathetic yet not overly 
sentimental. As there is dialogue, it is important not to score a piece that would be too 
distracting. 
The second scene follows one of the youths walking around the city of Philadelphia while 
listening on headphones to an audio cassette made by the elders of their former village, 
which imparts wisdom and advice to help them as they make a start in this new land 
(download this scene at: villageelderbefore.mov). We hear the voice of the village elder 
speaking in Sudanese, accompanied by subtitles. It is here that Filmon wanted the blues 
guitar influenced by Ali Farka Tour (if, like me, you've not previously heard of him, try 
searching the Internet for samples, or look at your local library for his recordings). Filmon and 
I agreed that I would use an acoustic guitar, and I would play two parts in a conversational 
style, with the two guitars symbolically representing the youth and the village elder. Having 
the subtitles gave us a little extra breathing room for the music here, as viewers normally 
focus on the subtitles when hearing a foreign language. Despite this, though, you should be 
careful not to step on the voice. 
The third scene involves a map, and can be downloaded for you to watch from 
dinkamapbefore.mov. Maps are frequently found in documentaries, providing background and 
perspective to the story being told. In this case, it is through maps that the filmmaker explains 
the background to the conflict in the Sudan, the reason why the three boys in the film 
emigrated to the USA. Filmon and I agreed on strings and percussion here, both pitched and 
non-pitched. While the maps take us back to Africa, the music is not required nor intended to 
be of any particular African style. There is a voiceover, so you should be restrained in your 
scoring. Also, the maps represent the passage of time. The music should not plod along, but 
have some rhythm and movement to reflect that. You'll notice that the clip begins before we 
see the map. It is very common to overlap your score with the scenes before and after, 
Sound On Sound - July 2006           143 of 178 
allowing for a smoother transition. In this scene, the three young men are travelling by train 
from Philadelphia with their friends to meet with the Sudanese ambassador in Washington 
DC. The music should begin on the cut to the window looking outside the train, and continue 
to the scene where they arrive and get into a taxi. 
If you're up for the challenge, download the movie clips, do a little research, and brush up on 
your guitar skills. And if you don't play guitar, consider collaborating with a friend who does. 
After all, if you're planning a career in music for picture, you'll have to handle a situation 
similar to this at some point.  
Next Month 
Next month, in the final part of this series, we'll take a look at how I scored each of these 
three scenes. Appropriately, we'll also talk about scoring the closing credits to a film  that is, 
if the producer hasn't already inserted a pop song written by his nephew!   
Published in SOS July 2006 
Sound On Sound - July 2006           144 of 178 
Mix Rescue 
Click & Buy PDF 
+ Audio Files 
Published in SOS July 2006 
Technique : Recording/Mixing   
Ian McMillan's band recording presents some challenging drum 
parts this month, and there are also tips for better mixing of 
bass, guitars, and backing vocals. 
Paul White 
Steve Morano set up his band so he could start playing 
his own songs around the Oxfordshire and Berkshire 
area, and they have already had some interest from a few 
promoters, including one in New York. The track 'Believe' 
sent to Mix Rescue was made in Ian McMillan's studio 
(everyone knows him as Mac), called Groutfinger (don't 
ask!), which is mainly used by acoustic singer-songwriters 
from around the area.  
Original Recording Setup 
This song turned out to be from Mac's first band recording 
session involving acoustic drums, but as he could only record four audio streams at a time 
into his PC, he pre-mixed some of the drum mics, which gave me a few headaches at the 
remixing stage. He's currently looking for an audio interface with more I/O, which seems 
sensible for this kind of work. According to Mac, he used a single AKG Solidtube as a drum 
overhead, augmented by a Shure SM58 hung above the hi-hat. The toms were recorded via a 
stereo pair of SE Electronics SE3s, while the snare was recorded using a Shure SM57. The 
bass drum was picked up using a borrowed AKG mic, which was probably a D112. Dynamic 
mics are less than ideal for cymbals and hi-hats, because of their limited high-frequency 
sensitivity, but sometimes you just have to use what you have. For vocals, Mac used two SE3 
mics routed via a Behringer DDX digital desk. 
When the track was recorded, there were several vocal overdubs (all recorded using the AKG 
Solidtube) and extra electric-guitar parts, some of which the band didn't seem to have used in 
their own mix  they sent me everything anyway. The two electric guitars were courtesy of a 
Gibson Les Paul and a Gibson SG, both through Vox amps that were subsequently miked, 
though I have no details on exactly how. There's also an acoustic guitar part that forms the 
backbone of the song, and from the sound of the audio files I received, this was both miked 
and DI'd. Of the two tracks, I preferred the sound of the miked guitar, and so used mainly that 
for my remix. Given that the recording system could only handle four audio streams at a time, 
I assume a lot of overdubbing took place in making this recording, something which may 
account for some parts of the performance not being as tight as they might have been had the 
band been playing all together.  
Sound On Sound - July 2006           145 of 178  
The track itself has an American pop feel to it and, given 
the source material and the recording I/O limitations, Ian 
had done a pretty good job on the mix, but I identified a 
few problems with the individual tracks once I auditioned 
them and felt I could make the mix a bit cleaner and 
tighter sounding. Firstly, some tracks were recorded at 
incredibly low levels, so I had to normalise them before I 
could start work, and where noise became a problem, I 
cleaned up the tracks manually by destructively silencing 
all pauses and fading out any decaying notes prior to 
pauses, so that any background noise also faded rather 
than stopping abruptly. 
The acoustic guitar had a slight tuning problem that 
wasn't really evident when everything else was playing, 
but in the intro to the song, where nothing else was 
happening, it was very obvious, so I simply cut it out. I 
suggested to Ian that he get Steve to replay just the intro 
and send it to me to edit onto the song if he felt strongly 
about keeping it, but in the end he decided not to. 
The bass guitar part seemed to suffer from a lack of picking confidence, so the sound wasn't 
quite as solid as I would have liked, and there were also some fluffed phrases and slight 
timing errors. Fortunately I managed to find good bits elsewhere and copy them in place of 
the dodgy bits, so getting a bass part free from obvious mistakes wasn't a problem. 
As mentioned earlier, the acoustic guitar came as two audio files, one DI'd and one miked. 
The miked version suffered a bit of spill and noise from other sources in the room, but it 
sounded rather sweeter than the DI'd version from a musical viewpoint, so I used that with 
just a little of the DI'd version added in underneath, after processing the DI track through a 
clean guitar-amp model to give it a bit more focus. 
For the drums, I was given three tracks called Kick, Snare, and Cymbals Plus Toms. As it 
turned out, the kick track had an awful lot of spill on it, and sounded almost like a single-mic 
recording of a complete kit, so I'm not sure where the mic was positioned. Similarly, the snare 
channel was almost overwhelmed by ride cymbal when the ride cymbal came in. The 
remaining track was also a bit of a mixture of the kit sounds, but it had a hard, filtered sound 
to it as well, as though it was the result of two or more mics at different distances being mixed 
to mono, causing some phase cancellation. 
All the electric guitar parts were recorded with varying 
degrees of distortion and, from my viewpoint, the amount 
and type of distortion wasn't really ideal for this kind of 
song. I felt it was a bit thick and impenetrable, and 
perhaps a thinner-sounding guitar such as a Strat or 
Telecaster might have suited the song better, as it would 
have left more space in the mix for the other parts. 
However, the least-distorted guitar part also seemed to 
be the main one, so I was fairly confident I could make 
that fit with a little tweaking. 
In addition to Steve's main vocal, there were also four 
tracks of backing vocals by his friend Claire (who'd 
apparently never sung before), more done by Steve, and 
one track of Claire and Steve singing together. To my ears, Steve's main vocal and Claire's 
backing vocals were enough to create the right feel, and on scrutinising Claire's four vocal 
parts I felt that some sections worked really well while others sounded a bit weak, so I simply 
muted the bits I felt didn't work.   
The drums had been recorded on only 
three tracks, and had real problems 
with spill and phase-cancellation, so 
Paul needed to get fairly heavy-handed 
with the EQ, as you can see in the 
screenshot.  
In order to get better-defined kick and 
snare sounds, Paul triggered samples 
from Toontrack's EZ Drummer in time 
with the live performance. 
Sound On Sound - July 2006           146 of 178  
Rescued This Month... 
The Steve Morano Band is based around Steve Morano, a singer-songwriter who also plays acoustic 
guitar, electric guitar, and harmonica. Although originally based in Oxford and London, he has toured 
and performed extensively in Australia and now takes his 'country punk' songs out to audiences around 
the South of the UK, playing in the Reading, Brighton, and Aylesbury areas. The rest of the band 
comprise Ian 'Mac' McMillan (acoustic/electric guitars, backing vocals, percussion), Ross Nelson (bass), 
and Mark Acres (drums), but their friend Claire also helped out with backing vocals on this project. The 
band have just released a seven-track EP, and you can see them on the Guilfest Ents24 stage on 15th 
July. 
www.stevemoranoband.com  
Drums Overhaul 
While EQ could help me improve the drum sounds, I couldn't achieve the balance between 
the drums and Cymbals that I was looking for, due to the way the drum mics had been mixed 
prior to recording. In the end I resorted to loading in some kick and snare samples from 
Toontrack's new EZ Drummer, painstakingly lining these up, one beat at a time, with the drum 
hits I could see in the audio waveform display. Initially I used Logic's Audio To Score facility to 
find the beats, but, because of the amount of spill, I had to add and remove a lot of beats 
manually as well as change the timing of individual hits. 
I brought the EZ Drummer kick and snare up beneath the 
existing sounds rather than tying to replace or drown 
them, and this sufficed to restore some semblance of 
balance to the kit sound. I simply followed the timing of 
the original drum part rather than trying to improve 
anything. The original kick track then formed the main 
basis for the rest of the drum mix, with the snare track 
and, to a lesser extent, the phasey tom/cymbal track 
brought up to a level where the cymbals sounded 
reasonably well balanced. A gentle application of an 
Audio Ease Altiverb short ambience made the original 
drums sit more believably in the mix without making them 
sound over-treated. The addition of the sampled kick and 
snare left the toms sounding a little weak, but as these 
weren't available separately, there was little I could do 
about it and the song didn't seem to suffer much because 
of it.  
Bass & Guitars: Reamping, Processing 
& Effects 
To firm up the bass track, I reamped it via IK Multimedia's 
new Amplitube 2 plug-in using the Bass Amp model, but 
switched the EQ section for a British EQ. I'm pretty sure 
the bass amp part was originally miked, and there 
seemed to be some slight resonance issues that caused 
certain notes to dominate, so I put a Logic Compressor 
before Amplitube 2 to level things out a bit. 
For the acoustic guitar, I again used Logic's Compressor 
to even out the sound and followed this with a low-cut 
filter just to take some of the low end out of it (190Hz cutoff) so that it would sit more 
comfortably in the mix without clouding the low mid-range area. A touch of Logic's Exciter 
plug-in added a bit of sparkle, but nothing too radical here. 
From the available electric-guitar tracks I settled on using the two main parts, with some odd 
emphasis chords taken from a third. The first part was treated to a little compression and both   
Some over-prominent notes in the bass 
track were brought under control with 
Apple Logic's Compressor, and the 
signal was then reamped using the 
Bass Amp model from IK Multimedia's 
Amplitube 2 to firm up the overall 
sound. 
Sound On Sound - July 2006           147 of 178 
high- and low-cut filtering, and I then passed it into the UAD1 model of a Roland Dimension D 
chorus before adding a touch of Logic's Tape Echo. This gave it a nice swirly, almost 12-
string feel that suited the song well, but was spoiled slightly by the presence of clipping on 
some loud notes which was very obvious when the part was soloed. I tackled this using a 
24dB/octave low-pass filter set to 5.3kHz, and used the mix automation to dip this to around 
2.2kHz on the overdriven peaks, which hid the worst of the clipping without having any 
detrimental effect on the guitar tone. 
The other main guitar part, which comes in around halfway through the song, was a bit more 
crunchy, so I opened another Amplitube 2 and used something approximating a Fender Twin 
model to give the sound some bite and definition. I felt it sounded a bit muddy as it was. The 
two main electric guitars were panned slightly either side of centre.  
Mono Or Stereo? 
In his email to me, Ian said that he wasn't sure whether to record in stereo or in mono, or what the 
benefits were. In my view, instruments in a multi-layered mix like this (other than drums and stereo 
keyboards where used) are best recorded in mono, as it eliminates the risk of phase problems that can 
occur when you use two or more mics on the same source. I suspect that the odd sound of one of the 
drum tracks was caused by mixing two mic signals to mono  possibly the overhead and the hi-hat mic. 
Acoustic guitars are essentially mono sound sources made stereo by their interaction with reflective 
surfaces in the performance area, so in the studio it makes perfect sense to record them in mono and 
then add stereo reverb or ambience when you mix. It is possible to use two mics to make a stereo 
recording, but the results are rarely natural, and you can end up with mono-compatibility problems 
unless you record using a coincident pair. The same is true of electric guitar, but because the electric-
guitar sound is essentially artificial anyway, it is quite common to record using two mics at the same 
time, adjusting the relative mic positions so that the phase differences between the two contribute to the 
sound in some useful way. Once you add stereo reverb or ambience and pan the sound within the mix, 
it takes on an adequate sense of space without losing its focus. 
Where you do record in stereo, as you would normally do in the case of a drum kit, it helps to limit the 
left-right panning to avoid the drum kit sounding as wide as the entire band. I tend to keep the pans 
between the 10-o'clock and two-o'clock positions for this reason. This argument also holds true for 
stereo keyboards or pianos miked in stereo, though you may want to offset the pans slightly to place the 
instrument to the left or right of centre.  
Sorting Out The Vocals 
I ditched all the backing vocals other than those provided by Claire, and I only used the 
phrases from those that I felt worked best. This was a purely personal choice, but sometimes 
I feel the 'less is more' adage really is true. There were a couple more doubled parts that were 
bounced onto the main vocal track, but I couldn't do anything to change those, as the parts 
were not sent to me separately. Claire had done her parts in four layers, so I tightened up the 
pitching using Logic's Pitch Correction plug-in set to chromatic mode, then used the Antares 
Choir plug-in (part of their Avox suite) on two of them to split them into four parts each, 
producing what I hoped would be a ten-part choral effect. Without the pitch-correction, the 
vocal parts were still pretty good, but I could just hear them going off in places. The 
combination of pitch-correction and Choir actually worked pretty convincingly and gave a very 
lush and believable choral sound that worked nicely against Steve's main vocal line. 
For Steve's lead vocal, I again tightened up the pitching using Logic's Pitch Correction plug-in, 
this time set to an 'F'-minor scale and with a medium correction speed. This actually worked 
fine, except for on the short sections where there were two vocals on the track. These 
sections it ignored and left as they were. As usual, the vocals were compressed to keep them 
sounding dense and even, this time using the Waves Renaissance Compressor set to 
emulate an opto-compressor, and I also added some EQ that comprised mainly some broad 
high-end lift with some 200Hz cut in the mid-range to take out a boxy 'honk'. A little very low 
cut was also added just to take care of any low-frequency wind noise or other unwelcome low 
end that might have crept into the mic. By way of effects, I added both UAD1 plate reverb and 
a little tape-style delay (both set up on busses so I could access them from the channel 
sends) as this seemed to help the vocal gel with the backing. As there was a bit of crosstalk 
and noise on the vocal track I also gated it before processing it. 
Sound On Sound - July 2006           148 of 178 
The ever-popular PSP Audioware Vintage Warmer was used to pump up the mix energy 
slightly, but the settings were quite subtle, as you can see from the screenshots. Other than 
that, I used some level automation to nudge up the vocals a hint in the chorus sections and to 
feature a couple of prominent guitar riffs, but otherwise the track almost mixed itself. I also did 
a second mix with more top cut on the electric guitar parts on the Vintage Warmer to try to 
emulate a typical '70s mix, as that's the kind of vibe I thought the song had. I feel that the 
track is now a pretty good demo, and if the band were to re-record it paying more attention to 
the tightness of the performance and the pitching/tuning of the various parts, they could make 
it sound very polished and professional. I'm also amazed at how good a mix Ian had done 
given his four-input limitation, so he's going to be off and running when he gets a bigger 
interface that lets him record most of the band in one go.    
Need Help With Your Mix? 
If you're having trouble with a mix, then you can submit your track for the Mix Rescue treatment. Either 
email an MP3 file of your mix to the address below, or post a CD to Mix Rescue, Sound On Sound, 
Media House, Trafalgar Way, Bar Hill, Cambridge, CB3 8SQ, UK. Please include a daytime contact 
telephone number, some information about how you recorded and mixed your version of the track, and 
your views about what aspects of your mix are causing you most concern. 
mixrescue@soundonsound.com  
Remix Reactions 
Steve Morano: "The song sounds really together  it's captured what I am trying to say on the record. I 
love my vocals, which are a lot cleaner, and taking out the acoustic intro really works. The backing 
vocals and reverb guitar riffs are also great." 
Mark Acres: "I'm impressed with how the various drums have been cleaned up to tighten the sound, 
particularly the bass drum. The snare is a lot less cutting, and the cymbals are light and distinctive  
they've clearly been kept at a constant level." 
Mac: "I think I've been sacked! Really though, the mix is great, and it gives me something to aim for 
now. It'll be useful to practice on the original recordings and make use of the experience which Paul has 
passed on. The song is tight, together, and really clean. The band are really happy with the result and 
we're honoured to be in the magazine. Thanks a million!" 
Hear The Differences For Yourself! 
Listen to the effects of my mixing decisions by checking out the following audio examples available for 
download at www.soundonsound.com/sos/jul06: 
/audio/OriginalBass.mp3 
A few bars of the bass-guitar track as provided, but after normalisation. 
/audio/ProcessedBass.mp3 
The bass-guitar part after compression and treatment by Amplitube 2's Bass Amp. 
/audio/OriginalClaireBV.mp3 
This is the backing-vocal section that we decided to use, prior to my adding any processing. 
/audio/ProcessedClaireBV.mp3 
The backing vocal again, after processing with Logic's pitch-correction and Antares Choir. There's also 
some added plate reverb. 
/audio/OriginalDrums.mp3 
A best mix of the three original drum parts, which leaves us with a cymbal-heavy sound. 
/audio/OriginalCymbalsToms.mp3 
This is the original drum track with the phasey sound. 
/audio/ProcessedDrums.mp3 
The final drum mix comprising a mix of the three original parts plus kick and snare samples from 
Toontrack's EZ Drummer. Audio Ease Altiverb was used to add some short ambience to the kit. 
/audio/OriginalElecGtr.mp3 
The main electric guitar part prior to processing, showing the clipping problem. 
/audio/ProcessedElecGtr.mp3 
The same guitar part after filtering and the addition of simulated Roland Dimension D chorus and tape 
delay effects. 
/audio/OriginalMix.mp3 
Ian's original mix with acoustic-guitar intro. 
/audio/RemixVersion1.mp3 
My remix, which isn't subjectively as loud as the original because it's not so heavily limited. 
/audio/RemixVersion2.mp3 
Slightly less bright version aimed to match vintage US mixes from the '70s. This sound was achieved 
mainly by cutting high end from the electric guitar parts, the cymbals, and the master processor settings. 
Published in SOS July 2006 
Sound On Sound - July 2006           149 of 178 
PC System Overload Problems & Workarounds 
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PC Musician 
Published in SOS July 2006 
Technique : PC Musician   
There are many factors that can cause your PC to struggle 
when playing back your songs - including RAM, your hard drive, 
your CPU and your system settings. But how do you know 
which is to blame, and do you have to upgrade or can you work 
around the problem? 
Martin Walker 
In my PC Musician feature of SOS June 2003, I explained 
how the various PC resources (CPU, RAM and hard 
drive) are used up by audio tracks, soft synths, soft 
samplers and so on, to help PC users decide on the spec 
that would meet their needs when buying or building a 
new model. However, many musicians face the opposite 
dilemma: they have a PC that has problems running 
some songs and are not sure whether they need to 
upgrade their soundcard, install more RAM, buy a faster 
processor or get a larger, faster drive to resolve them. 
As you can see from the SOS Forum survey results in the 
box on page 70, there's no such thing as a typical song, 
so if you're in the situation described above you need to 
do a little detective work to find out what's causing the 
problems in your particular case. To help, I decided to 
take some typical problems reported by SOS Forum 
members, explain their most likely cause and point out the best solution, as well as offering 
temporary workarounds for those who can't afford to upgrade at the moment or have a project 
that urgently needs to be finished.  
Running Out Of RAM 
The Problem: "I'm having big problems ever since I bought Spectrasonics' Atmosphere to 
plug into my Fruity Loops Studio software. It takes up a lot of space on my hard drive (3GB) 
and it's now come to the point where, if I add more than, say, six channels of it into FL Studio, 
the whole piece stutters so much that I can't play it for more than three seconds. The CPU 
meter also hits 100 percent every time it starts stuttering. I have 512MB RAM in my computer. 
Should I get more? I think my processor is running at 3.19GHz. If I don't need more RAM, 
would an external soundcard be the answer? (I have a laptop.)" 
The Diagnosis: This user suspects his RAM, processor and audio interface. As an 
Atmosphere user myself, I instantly know which of these three is the real culprit: lack of RAM. 
This is simply because Atmosphere (and its stablemate Trilogy) load their patches entirely 
into system RAM and each one can consume up to 125MB. With six instances, a PC that has 
512MB RAM could well be struggling, and once the RAM is nearly all in use Windows will 
start to ferry whatever data it can to virtual RAM (a cache on your hard drive). Thus every 
time the song tries to access a different Atmosphere patch, some of the data may have to be 
retrieved from the hard drive  hence the severe stuttering. The CPU meter hits 100 percent 
because the PC can no longer process the song in real time, due to the extra time it takes to 
keep reloading that data.  
You don't need to make 'guesstimates' 
about how much of your system RAM is 
being used in total by all your currently 
running applications  just use a 
freeware utility such as Cacheman, 
shown here. 
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If you suspect that lack of RAM may be the cause of your 
own problems, there's never any need to guess, or to 
blindly upgrade just in case  just load in your most 
complex songs and monitor their RAM usage for yourself. 
You can read the Available Physical Memory in Kilobytes 
from the Performance page of Windows Task Manager. 
However, I've always found that the freeware Cacheman 
utility (www.outertech.com) provides a much clearer and 
easier-to-use display of both Physical and Paging File 
memory, as a percentage bar-chart, so you can see at a 
glance what proportion of your RAM is already used and 
what remains (see screen on left). Just launch this 
periodically to see how much RAM is still available. 
Out of interest, I ran Cacheman as soon as I reached the 
Windows XP desktop on the Internet-enabled General 
Purpose partition of my PC, and 300MB (30 percent) of 
my 1GB total had already been used up. However, on my 
stripped-down, music-only partition, only 200MB (20 
percent) had been used. An extra 10 percent of available 
RAM is well worth having, and it's yet another reason to 
create a multi-boot setup. 
Once I'd loaded Gigastudio 3.1, the 'RAM in use' 
percentage rose to about 30 percent, and to about 40 
percent once I'd launched Cubase SX 3.1, leaving my 
system with 600MB for instruments. My typical projects 
have about half a dozen soft synths and the same again of Giga instruments. As long as I'm 
careful, I can keep loading stuff in until the Cacheman memory gauge reads 99 percent 
without any juddering or other mishaps. 
The Workarounds: Once a RAM shortage is indicated, the obvious cure is to install more 
RAM, although there are some limitations when running Windows XP, if you need more than 
2GB (see PC Notes May 2005 for more details). Some soft samplers offer engine 
adjustments that reduce RAM consumption in favour of more CPU load, which may be worth 
a try if you're a heavy sampler user. 
If you're running close to the edge with RAM, try saving your song, closing your sequencer, 
and then relaunching it and reloading your song. If you've been making lots of edits and trying 
lots of soft synths, Windows may be caching unused data that will be released using this 
method. However, the easiest way to release RAM is to choose different soft synths  as you 
can see from the chart below, some can need only a few MB per instance, while others can 
swallow 100MB!  
The Typical Song?  
Here are the results of an SOS Forum  
Many musicians don't realise how much 
soft synths vary in their RAM 
consumption. Here's a chart showing 
how some of the ones in my collection 
compare. This demonstrates that while 
simple analogue-style synths may only 
take a few megabytes, those that rely 
on samples can take considerably 
more, while synth 'designers' such as 
Native Instrument's Reaktor can vary 
considerably from Ensemble to 
Ensemble. Notice also that multitimbral 
synths such as Edirol's HQ Orchestral, 
Emu's Emulator X soft sampler, Korg's 
M1 and Steinberg's Hypersonic may 
take lots of RAM for the first patch, but 
no more when you access several 
instruments on different MIDI channels 
using the same engine. 
Sound On Sound - July 2006           151 of 178 
I think it's fair to say that each PC musician will approach each 
of their songs in a completely unique way. In the case of 
sound sources, for instance, some people will exclusively 
record audio tracks, some will mostly rely on triggering 
external MIDI synths, some will solely use soft synths and 
others will rely almost totally on software samplers (particularly 
for orchestral creations). Where effects are concerned, some 
purists may rely totally on mic positioning to capture the live 
audio sounds they want, and not use a single EQ, compressor 
or other effect, while others may load an EQ, compressor and gate plug-in on every audio channel, as 
well as other insert and send effects. 
With this in mind, some months ago I organised a small survey on the SOS PC Music Forums, to find 
out just what the spread was. You can see the results so far in the screenshot on the right, and if you 
want to add your votes you can still do so, at www.soundonsound.com/forum/showflat.php? 
Cat=&Board=PCMus&Number=217340. 
As you can see, a large majority of musicians who replied seem to use between 10 and 30 audio tracks 
and mostly one or two plug-ins per track, but occasionally three or four, and very few software sampler 
instruments. However, there's a huge variation in the typical number of soft synths used in each song, 
although most people seem to use less than eight. 
Given the very different demands of specific soft synths, few musicians are therefore likely to stress their 
PCs in exactly the same way. However, if your PC is set up sensibly, and isn't running loads of 
background tasks, we can deduce from the results of the survey that everyone who took part should find 
a lowly single 5400rpm hard drive quite sufficient to fulfil their audio track requirements and would 
probably get away with 1GB of RAM (although 2GB is always welcome, as memory doesn't cost that 
much nowadays). 
The limiting factor in most cases is likely to be processing power, which is why so many musicians find 
their sequencer 'freeze' functions so handy, as these let you return the CPU overhead of a track to the 
pool, by converting the track to a new processed audio version. 
content of a PC musician's typical song. 
As you can see, the biggest variable is 
soft synths, which can also consume 
the biggest proportion of your CPU 
power. The reason why there are fewer 
votes in the soft synth and soft sampler 
categories is that some musicians run 
none of them.  
Hard Drive Dramas 
The Problem: "My Cubase SX audio glitches when it's playing back just one audio track, 
when there are another 52 muted. I'm using my Audiophile 2496 ASIO driver and have a 
3.2GHz Pentium 4 PC with 1.5GB RAM." 
The Diagnosis: Here's an intriguing one. You wouldn't expect any PC to have problems 
replaying a single audio track. The twist in this tale is that while the muted audio tracks aren't 
contributing to the mix, they are still being streamed by Cubase, just in case you hit those 
mute buttons and want the tracks instantly added to your mix. Whichever sequencer you use, 
you can confirm such behaviour either by watching its Disk Meter load, or by saving your 
song, deleting all but the one track and trying again. Your hard drive should now show 
minimal loading. Even the CPU overheads of plug-ins used by muted tracks are still weighing 
down your song, whether you hear them or not, although in this case you can temporarily 
disable them via their on/off switches. 
So in reality this person is running 53 audio tracks and, assuming that these are 24-bit/96kHz, 
is beginning to aproach the limits of most single 7200pm hard drives. I've personally managed 
to run 76 mono 24-bit/96kHz tracks on my Seagate Barracuda SATA 80Gb ST380013AS 
audio drive before it ran out of steam, but this was with long tracks, each lasting the whole 
duration of a song. With shorter parts being dropped in and out, some audio editing and some 
inevitable file fragmentation, this figure will certainly drop. 
Sound On Sound - July 2006           152 of 178 
If you're also running a soft sampler such as HALion or 
Kontakt inside your sequencer, this can greatly increase 
the load on your hard drive. You need to be especially 
careful if you're running a separate soft sampler such as 
Gigastudio, since its additional load (both CPU and Disk) 
may not show up on your sequencer's performance 
meters. 
There's another fairly common reason for a hard drive to 
conk out when it's only playing back a couple of dozen 
audio tracks. This problem is often exhibited as 
intermittent glitches (even though the sequencer's CPU 
meter displays a low overhead reading), and it's due to an 
unsuitable Buss Master DMA mode. You can check this 
inside Device Manager: 
Select 'View Devices By Connection'. 
Locate the Storage Controllers on the list, expand their 
entries, and you'll find your hard drives and optical drives attached to either Primary or 
Secondary Channels. 
Right-click on the Channel connected to each drive and select 'Properties'. 
Click on the Advanced Settings tab. For each of the two devices that can be connected to 
each channel you'll find a Device Type (normally set to 'Auto Detection'), and a Transfer 
Mode, which should read 'DMA if available'. 
If it reads 'PIO Only', your hard drive will be running well below par, so change it to the 
other setting, click on the OK button and then reboot your PC. (When this Transfer Mode 
does read 'DMA if available', the 'Current Transfer Mode' box beneath it should typically 
display 'Ultra DMA Mode 5'.) 
A quick way to check the performance of your hard drive is with a utility such as Dskbench 
(www.sesa.es/us/dl/dskbench.zip) or HDTach 
(www.simplisoftware.com/Public/index.php?request=HdTach). These will show up whether or 
not your hard drive is using the most suitable DMA mode. You should achieve an average or 
sustained read speed of at least 40MB/second with most modern hard drives, with a CPU 
utilisation of two percent or less. 
The Workarounds: If your hard drive is operating in the correct mode but you still regularly 
find it beginning to struggle, there are several ways forward. For a start, defragmenting your 
audio drive may improve matters (although occasionally this may make things worse  see 
PC Musician June 2005 for more details). 
If you're running a VST soft sampler and have plenty of spare system RAM, you may be able 
to offset some drive load into this, courtesy of its disk-streaming parameters. Alternatively, it 
may be time to investigate the partitioning options I discussed in the 'Partition Decisions' 
feature in SOS May 2005. Creating a separate partition just large enough for the current 
project, on the fastest 'outside' portion of your drive, may let you run more audio tracks 
without spending any more money at all, assuming that you've already got a suitable partition 
utility, such as Symantec's Partition Magic, Paragon Software's Partition Manager, or Acronis' 
Disk Director Suite. 
In the long term, you should also ask yourself whether you can actually hear the 
improvements offered by higher sampling rates such as 96kHz on your system. Remember 
that not only will these more than double the hard-disk load over using a 44.1kHz sample 
rate, but also that any plug-ins and soft synths you use will consume more than twice as 
much CPU overhead, as proportionally more calculations are needed per second. At the very 
least, anyone whose final format is to be Red Book Audio CD should consider moving from  
In this Cubase SX Project, you can see 
that the Disk Meter (lower left) is 
displaying an overload, even though 
only a single audio track is actually 
playing. Muting the other 50 or so 
tracks makes no difference, because 
they are still being streamed in 
anticipation of you un-muting them and 
wanting to hear them immediately. 
Sound On Sound - July 2006           153 of 178 
96kHz to 88.2kHz on future projects, if their audio interface offers that sample rate. This will 
reduce drive loading by over eight percent. 
If you're running absolutely loads of audio tracks (one SOS Forum poster admitted to a song 
containing 330, but with only 50 to 75 at any one time!) you should perhaps take a closer look 
at your working methods, unless you're mocking up an orchestral score and layering multiple 
instruments for each part. If this isn't the case, perhaps rethinking your working methods will 
result in significantly less hard drive torture. 
However, ultimately it may be time to invest in faster hard drives: a 10,000rpm model should 
boost your audio track count significantly, or you could investigate RAID (Redundant Array of 
Independent Disks) by installing two identical drives configured as RAID 0, to potentially 
double the overall transfer rate. Just remember that your data is more precarious on such a 
system, because it's spread across multiple drives. Also bear in mind that both 10,000rpm 
and multiple drives are likely to increase the overall acoustic noise level of your PC.  
Soft Synth Overheads 
As discussed in the main text, running out of processing power is probably the most likely reason why 
songs might start glitching or coming to an untimely halt. Buying a faster processor, or a completely new 
PC with faster everything, is the obvious answer. However, not all of us can have that luxury, and 
fortunately there are various other things you can do to stretch the CPU you do have as far as possible. 
Cap polyphony: Many soft synths let you set a maximum 
number of playable notes, and you can often greatly reduce CPU 
overhead by simply reducing this number. Solo the track in 
question, slowly reduce the number of notes until you hear the first 
signs of note-stealing, and then advance the setting to the next 
highest value. You may be surprised at how low you can go 
without this capping becoming audible, and it may even 
(depending on the algorithm used) clean up your mix by removing 
notes late on in their decay phase that contribute little to the 
composition. 
Adjust Sequencer Settings: Some sequencers (Cubase, for 
instance) provide a similar 'Restrict Polyphony' function, this time 
shortening any overlapping notes when required, to avoid 
overstepping the mark. However, this may produce audibly 
different results than directly capping the soft-synth polyphony, 
because the soft synth may have more sophisticated algorithms at 
its disposal to determine which notes are least likely to be noticed 
when removed. 
Examine Sustain: If you've used a sustain pedal during your 
performance, it can often be difficult to know what the true 
polyphony of your track is, so look for special functions in your 
sequencer, such as Cubase's 'Pedals to Note Length', which 
scans for MIDI sustain controller on/off commands, lengthens 
affected notes to match the pedal 'off' position and then deletes 
the sustain commands. Once you see the true length of your 
notes it may become obvious why a particular track is so resource-hungry! 
Select Appropriate Instruments: Each soft synth takes a different number of CPU cycles for each note, 
depending on how many oscillators, filters, LFOs and so on it uses, or the complexity of its physical modelling. 
Spend a little time getting to know the appetites of your favourite soft synths, so you can bear this in mind 
when choosing your sounds. For instance, I love the AAS String Studio software, but its physical modelling 
can eat processors for breakfast, so I only use it for exposed 'lead' instruments. Take a look at the chart below 
for a breakdown of how a selection of different soft synths compare.  
Here's a chart showing how some of 
the soft synths in my collection 
compare when running on my Pentium 
4 2.8GHz processor, arranged in 
ascending order of CPU 'appetite'. In 
each case I either ramped up the 
polyphony to its maximum value, using 
a specially prepared sequence, or took 
it to a point where the CPU load was 
fairly high. In the fourth column I've 
calculated the relative amounts of CPU 
power that each would need to play 16 
simultaneous notes. It's quite revealing, 
so choose your instruments carefully!  
Processor Pitfalls 
The Problem: "I have a PC laptop with a 2.8GHz P4 processor and 1GB of RAM. Recently 
I've been using a lot more VST Instruments than I usually use in Cubase SX 2 and also in 
Fruity Loops. My CPU use hits around 50 percent and is fine for a couple of minutes, then will 
suddenly jump to 95 or 100 percent, where it stays (slowing the computer down immensely) 
until I finally close Fruity Loops or Cubase (stopping the song from playing doesn't help). I've 
loaded the same song on my housemate's 1.8GHz Athlon desktop, it only registers 40 
percent on his CPU meter and the spikes and crashing aren't an issue. What's going on? Is 
Sound On Sound - July 2006           154 of 178 
this a Pentium 4 issue, an overheating issue, or possibly a problem with some software on my 
computer?" 
The Diagnosis: Some PC laptop owners have experienced their CPU meter slowly rising for 
no apparent reason, and the surprising cause turns out to be overheating due to dirt and 
muck completely clogging up the cooling fans underneath the laptop. As the processor 
temperature rises, the processor clock speed is automatically throttled down to prevent 
damage. The cure in such cases is either to have the computer dismantled and properly 
cleaned by the manufacturer, or to attempt DIY cleaning using compressed air or a vacuum 
cleaner. 
However, in this case the CPU rise is sudden, which points instead to 'denormalisation' 
problems (discussed in PC Notes October 2002 and affecting several processors, most 
notably the Pentium 4 range). Most plug-ins have long since been tweaked to avoid the issue, 
but if your CPU usage suddenly jumps at the same specific point in the song each time, this 
could be when an elderly plug-in causing the problem has an extremely low audio-input level 
or silence to deal with. You can track down which one by selective disabling, and cure it by 
inserting a corrective plug-in such as Sascha Eversmeier's freeware Normalizer 
(www.digitalfishphones.com/binaries/normalizer_PC_Win.zip). 
Another major cause of laptop CPU problems is the increasing sophistication of technologies 
such as Speedstep, Smart CPU and Cool 'n' Quiet, used by processor manufacturers to 
minimise the power consumption of their products. These work by throttling CPU clock speed 
down to a lower value when you're not using 100 percent of your processor, as well as in 
some cases reducing CPU voltage and fan speed, keeping temperatures and fan noise down 
and extending laptop battery life. 
Although these are wonderful features for most computer users, unfortunately musicians have 
to battle with the audio consequences of them  such as clicks, pops or longer interruptions. 
These normally happen when the CPU clock speed is ramped up or down, so the safest 
option is to disable such behind-the-scenes trickery and leave your CPU at its top speed. 
Some laptop users have also found their CPU being reported by Windows as having a much 
slower clock speed than the one they bought  once again, this could well be due to 
throttling. 
The easiest way to ensure maximum performance is to open the Power Options applet in 
Control Panel and select the 'Always On' Power Scheme. If you want a more versatile way of 
switching between the various Power Scheme options, including those normally hidden from 
the user by Windows XP, try downloading the Speedswitch XP utility 
(www.diefer.de/speedswitchxp/index.html) that I discussed in some detail in PC Notes 
December 2003. You may also want to disable any special drivers involved in throttling, if 
there's such an option. 
The Workarounds: Apart from the issues just mentioned, most CPU 'maxing out' problems 
are simply a result of attempting to run more plug-ins or soft synths than your PC can handle. 
Since soft synths are the most likely culprits, I've dedicated a box to Soft Synth Overheads 
(on page 72). Elsewhere I also mention track 'freezing' and reducing project sample rate, as 
the most radical cures. 
However, there's another step you can take before having to get out your credit card to 
upgrade your processor or buy a DSP card such as the TC Powercore or Universal Audio 
UAD1. It's now fairly well known that below about an audio buffer size of about 12ms the CPU 
load rises due to ASIO driver overheads, so if you're running out of CPU and using a latency 
of less than this you'll reclaim processing power by changing the latency value. If you're 
running at 3ms or below you may be able to reduce your CPU load by 50 percent or more!   
Sound On Sound - July 2006           155 of 178   
CPU & Disk Meters 
Most sequencers offer some sort of meter 
displaying what proportion of your 
processor is currently occupied with 
playing a song, and some also offer a 
similar meter for the load on your hard 
drive (not how much space is left on it, as 
one musician thought  the manual can 
occasionally be useful, you know!). 
However, there's a lot of confusion about 
what these meters actually measure, 
particularly when the processor figures 
may vary significantly from Windows' own 
CPU Usage meter (found on the 
Performance page of Task Manager). 
Steinberg's Cubase range doesn't actually 
measure CPU overhead, but instead times 
how long it takes to calculate all the plug-in 
and soft-synth contributions in your song, mix them together and use this data to fill one of your audio 
interface buffers. If (for instance) you've set your buffer size to 6ms and the calculations required to fill it 
take 3ms, then the meter will read 50 percent. Similarly, drive meters measure the time taken to retrieve 
the audio data that needs to be sent to your audio interface and compares it with the total available. A 
few applications 'hang on' to remaining CPU time, so while their own CPU meter may register a realistic 
figure, the Windows one remains permanently at 100 percent.  
You can't always rely 
on CPU meters to tell 
you the whole story. 
Here's AAS' String 
Studio running as a 
stand-alone synth on 
a Hyperthreaded 
CPU. As you can see, String Studio itself measures an 80.9 
percent CPU overhead, while Windows Task Manager 
measures just 41 percent. The reason is that only one of the 
two processors is being used, Task Manager indicating the 
'average' overhead of the two. If you were running String 
Studio inside a multi-threaded application such as Cubase 
SX, the various soft synths would be more evenly shared 
between the two processors.  
Interface Issues 
Judging by posts on the SOS Forums, quite a few musicians point the finger of blame at their audio 
interface when songs run into problems, but apart from occasional driver issues the interface is rarely 
the culprit  except at low latency. As mentioned in the main text, if you reduce your interface buffer 
size below about 12ms your CPU overhead will nearly always rise, and will do so radically below 6ms. 
So to rule out your interface from song problems just increase latency to 12ms or above, if only 
temporarily. 
Nevertheless, some musicians have, over the years, complained that a song they were working on one 
evening that played back perfectly won't do so without severe glitching when they load it up the next 
morning. Others may find this scenario hard to believe, but a new benchmark is now demonstrating that 
this behaviour is indeed possible at low latency with some interfaces (see this issue's PC Notes column 
for more details). 
If your songs suffer from occasional clicks and pops you should note down when the clicks happen and 
what you (and your song) were doing at the time. If the clicks are fairly regular it could be a background 
task cutting in, so examine the ones that are running, using Windows' Task Manager, and try 
temporarily stopping them, to see if that cures the problem. If clicks only happen on some songs and not 
others it could be a rogue plug-in or soft synth. You can temporarily move the contents of your VST 
plug-ins folder elsewhere and methodically move them back until the problem recurs. If the clicks seem 
totally random, the problem might unfortunately be some incompatibility between your audio interface 
and another hardware component in your PC, so try searching on-line audio forums for anyone suffering 
from similar problems. 
Published in SOS July 2006 
Sound On Sound - July 2006           156 of 178 
Refining Rhythm In Reason 
Click & Buy PDF 
Reason Notes & Technique 
Published in SOS July 2006 
Technique : Reason Notes   
Last month we took a look at some basic applications of the 
Redrum module in Reason drum programming. Now it's time to 
move on to more sophisticated techniques for your rhythm 
parts. 
Simon Price 
In last month's Reason workshop feature, we looked at the 
Redrum drum machine, its built-in step sequencer, and how to 
build drum arrangements by chaining patterns together. At the 
end of the process, we converted the whole arrangement into 
individual note events in the sequencer, using the Convert 
Pattern Track to Notes command. This time, we'll look at some 
of the ways in which this data can be manipulated. The same 
techniques also work with drum tracks created using the NNXT 
sampler. 
Firstly, why bother getting into all this when you've got the 
perfectly adequate pattern sequencer inside Redrum? There are 
several answers to that question. Firstly, if you want to make 
small alterations to data in some places and not others, it may 
be more practical to do it with individual notes than to create a new pattern and slot it into the 
pattern track. Also, when you use Reason's traditional 'linear' sequencer in its Arrange View 
(all tracks showing), it's much easier to see what's going on in drum tracks if they contain 
notes rather than patterns (although you can have both). A more musical consideration is that 
Redrum patterns only allow three velocity levels per sample, so if you need anything subtler 
or more expressive than this, you need to use notes. Also, while the pattern sequencer can 
have its timing shuffled, if you want to groove-quantise the drums, or do anything that's not 
strictly grid-based, patterns don't cut it. Finally, there are other instruments in Reason that can 
be used for drums and percussion, in particular the NNXT sampler, and using the linear 
sequencer will allow you proper access to these.  
Arrangement Groups 
Before getting down to the nitty-gritty, let's have a look at 
how arranging drum tracks as notes differs from using 
patterns. The first screen opposite shows an arrangement 
in the sequencer Arrange View. The top track is the drum 
part I discussed last month, which we converted to notes 
using the Convert Pattern Track to Notes command 
(under the sequencer's Edit menu). The track is divided 
into coloured blocks, called Groups. Groups act as single 
objects, so are easier to deal with than big clusters of individual notes. (They're useful in 
many situations besides drum programming: see the 'Get Into Groups' box for more details.) If 
you record drums in as notes using the keyboard, there will be no automatic Grouping on the 
track, and you'll just see a series of red lines, as in the 'Combinator 2' track in the screenshot. 
The reason why our drum track is nicely grouped is that when you use the Convert Pattern 
Track to Notes command, Reason cleverly places Groups where each pattern was in the 
pattern track. What's more, each instance of the same pattern will become a group with the 
same colour. In the regions where we used an empty pattern to drop the drums out entirely, 
no Group is created. For large-scale arrangement changes, you can pick up and move, or 
copy and paste Groups. 
The second screen (above) shows what you see after double-clicking the first Group in the 
track, to open the Edit View. A useful feature of Reason's sequencer is that it remembers the 
display settings you've set up in each of the two views (Arrange and Edit). These settings   
The notes created by the 'Convert 
Pattern Track To Notes' function are 
arranged into colour-coded edit groups. 
Sound On Sound - July 2006           157 of 178 
include zoom factors and which of the data 'lanes' are displayed. In the screenshot, the piano-
roll (notes) view and the velocity view are showing.  
Check Out This Groove 
With all the notes selected, this is a good time to try some 
groove quantising. I like to do this in the piano-roll view, 
as it's then easy to see the results of quantising. Choose 
a groove from the pop-up menu in the sequencer's tool 
bar (see the bottom screenshot overleaf). There are three 
preset Grooves, plus Shuffle and the User groove. (Note 
that if you had Shuffle enabled on Redrum when you 
converted the pattern to notes, the shuffle will already 
have been written into the sequence.) 
The User groove is a clipboard that temporarily stores a groove template that has been 
created elsewhere in the song. This has been discussed before in these pages, but is worth a 
recap, as it is one of the most powerful ways to make different tracks in a song sit well 
together. You first select a sequence of notes from any instrument, then choose Get User 
Groove, from the Edit menu. Reason will analyse the selection and create a groove template 
based on how the selected sequence deviates from the grid. The selection must therefore 
have some rhythmic feel to it, or your User Groove will be no different to a regular grid 
quantise. Normally, you would select one or two bars from the performance you want to 
'sample'. A common trick we've mentioned before is to find a REX loop that has a groove you 
like and use the Copy to Track command to create notes in the sequencer from it. You can 
then use 'Get User Groove' on these notes and apply it to your other tracks, instantly forcing 
the components of your song to gel together rhythmically. 
Getting back to our selection of notes, now that you've 
chosen your quantise type, choose a percentage from the 
pop-up to the right. If your drum sequence came from a 
Redrum pattern, this value determines how far the hits 
will be moved away from the grid. If you recorded the 
drums directly into the sequencer, the quantise 
percentage controls how far notes are moved from where 
they were recorded towards the groove template. Most 
grooves tend not to affect notes that fall on the beat, so 
applying groove quantise to a MIDI recording will tend to 
tighten up the timing, as well as introducing the groove. 
However, if your timing was quite sloppy, you can first 
apply a grid quantise (typically using the 1/16 setting), and then apply the groove quantise 
afterwards. Once you're happy with the results of your quantising, you can switch back to the 
Arrange View (click the first button in the sequencer's toolbar) and apply it to the rest of the 
track.  
Get Into Groups 
Groups are commonly seen in the Reason sequencer as a result of using the 'To Track' button in the Dr 
Rex loop player, but they can be used freely in any track and make arranging in Reason much easier. 
To create a Group, select a range of notes in any sequencer track and press Command-G (Mac) or Ctrl-
G (Windows), or choose Group from the Edit menu. The selected area will become a coloured 'brick' 
that can be moved and edited as a single object. Different Groups are coloured differently, but Groups 
with identical contents are automatically assigned the same colour. Double-clicking a Group opens the 
Edit View, with the Group's contents selected and placed at the start of the viewable area. If you trim a 
Group by clicking at its edge and dragging, the bounds of the Group will be extended. This does not 
affect the contents, it merely extends the Group to encompass more adjacent notes. If there is another 
Group adjacent to the first, this will automatically be shrunk, as groups cannot overlap. Multiple Groups 
can be combined by selecting them and choosing Edit / Group again, or you can extend the first group 
until it encompasses all the others. You can also edit the boundaries of a Group with the Pencil tool.   
Double-clicking a group in the Arrange 
View switches you to Edit View.  
Our drum track as viewed in the 
sequencer's Drum Lane. The Velocity 
Lane reveals Redrum's Soft, Medium 
and Hard velocities.  
Sound On Sound - July 2006           158 of 178  
Editing Notes 
There's much more you can do to your drum tracks in the sequencer  
in fact, your preference may be to start work here, drawing in notes on 
the grid. Notes can be added, moved, deleted and extended, and may 
have their velocity altered. In the previous example, we worked in the 
piano-roll, or 'Key Lane' view. There's also a Drum Lane, as shown in 
the screen above. The data displayed here is exactly the same as in 
the piano-roll, except that only the 10 Redrum notes are shown, and 
the note order is inverted  i.e the channels run top to bottom. If you're 
working with drums in an NNXT sampler, the Drum Lane shows all 128 
notes, simply labelled Note #1, Note #2, and so on. 
To add a note on the Drum Lane or Key Lane, use the Pencil tool. The 
best method is to stay in Selection tool mode and hold down the 
Command key (Mac) or Alt key (Windows) to temporarily access the 
Pencil. This is because you can't delete notes with the Pencil tool, and 
if you're experimenting with a pattern you'll want to add and remove 
notes on the grid quickly. You should have Snap mode active, and 
mostly likely set to restrict your drawing to 1/16ths. If you click in the 
grid, a note 1/16th long will then be created; however, if you need to create longer notes you 
can click and drag. To create notes whose length is not restricted to multiples of the grid, hold 
down the Shift key. The initial placement of the note will still snap to the grid, but you can drag 
it to any length. If you need to remind yourself which note plays which sample, click the name 
of the note if you're in the Drum Lane, or click the keyboard graphic if you're in the Key Lane.  
Drum tracks created by 
step sequencing can 
be 'humanised' with a 
little groove quantising. 
Sound On Sound - July 2006           159 of 178  
The 'Converted Notes' Sustain Problem 
Reason is very clever in the way it creates note sequences from pattern 
sequences and groups the patterns, but there is one problem that can 
occur when you do this. The screenshots in this article reveal that the 
notes created by converted patterns are very short. This is fine, except 
for notes sourced from any channels in Redrum that have their 
Gate/Decay switch set to Gate (see picture). When played from the 
sequencer, channels in Gate mode only sound for as long as the note 
triggering them is held. This means that they will be short and clipped off 
after you convert patterns to notes. In some cases, you may just want to 
switch the channels to Decay mode and set an appropriate Length. If 
that doesn't sound right, the solution is to select all the notes in the 
sequencer that trigger the problematic channel and extend them.  
The two-position 
switch (centre right 
of the channel) sets 
Gate (top) or Decay 
mode for the sound 
going through that 
channel. The 
choice of position 
may be significant 
when a pattern is 
converted to notes.  
Velocity Editing 
If your drum track started life as a Redrum pattern, the Velocity Lane will look something like 
the one in the top screen on the previous page, with most drums' velocities hard-quantised to 
just three values. Some variation in velocity will greatly enhance the feel of your drum 
programming. Velocity has an even greater effect on the NNXT-based acoustic drums, which 
respond differently to different velocities. Velocities are edited using the Pencil tool, or you 
can use the Line Drawing tool to set several notes to the same velocity or create crescendo or 
diminuendo effects. 
Looking again at the top screen on the previous page, 
you may spot a problem: how can you change the 
velocity of the first kick drum when there are three other 
hits at that point, all with their velocity bars on top of one 
another? If you draw a velocity value at this point with the 
Pencil tool, all four hits will be affected. What you must do 
is click the note you want in the drum lane, which brings 
its velocity bar to the front, then hold down Shift while 
drawing in the value. This works across a range of notes 
too. For example, you might wish to introduce some 
velocity variation across all the hi-hat hits. To do this, first 
select all the hi-hats in the Drum Lane (or Key Lane). Now, while holding Shift, draw across 
the Velocity Lane with the Pencil tool, and each hi-hat that you pass over will be set to the 
Pencil's position (see screen above). As long as you keep using the Shift key, you will be able 
to make further changes to any of the hi-hats until you have the sound you want.  
Here, the Pencil tool has been used to 
add some velocity variation to the hi-hat 
part. 
Sound On Sound - July 2006           160 of 178   
Reason News 
Free Refills: Line 6 are offering free 'Refills of the Month' at www.line6.com. A new download will be added 
each month for the rest of the year. The Refills are 'lite' versions and compilations of commercial Refills, and 
are each about 60-70Mb in size. 
Props On Tour: Propellerheads are taking Reason on tour around Britain and Ireland. The nine-date tour 
will stop at Sound Control stores in England and Scotland and at the London Calling exhibition and conference 
at Earls Court, before crossing the Irish Sea to Dublin. There are sure to be great give-aways at each event! 
Dates are as follows: 28th June, Sound Control, Bristol, 12-8pm (+44 (0)117 934 9955); 29th-30th June, 
London Calling at Earls Court, London; 1st July, Sound Control, London, 10-4pm (+44 (0)207 631 4200); 3rd 
July, Sound Control, Leeds, 12-8pm (+44 (0)113 242 6601); 4th July, Sound Control, Newcastle, 12-8pm (+44 
(0)191 232 4175); 5th July, Sound Control, Edinburgh, 12-8pm (+44 (0)131 229 8211); 6th-7th July Dublin, 
Ireland (visit the www.futuresounds.ie web site for full details).  
Final Flourishes 
Once you've reached the point where your drum track has been fine-tuned and arranged, you 
may want to add fills, cymbal crashes and other points of interest throughout your song. It's 
much easier to do that at this stage than trying to account for it all from the beginning, when 
you don't know exactly how the arrangement for your song is going to turn out. The easiest 
method is to play through the song a few times and play along with your Redrum or NNXT, 
controlled from your keyboard or pads. When you know what you want, you can drop in and 
record. There are two options here. 
First, you could record on to the existing drum track. If you do this, make sure you have the 
record mode set to Overdub (not Replace) in the transport bar. The other method is to use a 
separate sequencer track, which is safer and will make it easier to locate and edit your new 
additions. Choose Create / Sequencer Track, and name the new track 'Fills' or 'Extras', or 
whatever. Then, in the 'Out' column in the sequencer, choose the Redrum or NNXT and you 
have an extra track controlling the same device as your main drum sequence.   
Published in SOS July 2006 
Sound On Sound - July 2006           161 of 178 
Region Looping In Pro Tools 7 
Click & Buy PDF 
Pro Tools Notes & Technique 
Published in SOS July 2006 
Technique : Pro Tools Notes   
When your project includes repeated MIDI or audio parts, the 
new Region Looping tools in Pro Tools 7 enable you to work 
faster and with greater flexibility. 
Mike Thornton 
In this month's Pro Tools workshop, we are going to look 
at a new feature in Pro Tools 7: Region Looping. Whether 
I am working in 'post' mode or 'music' mode, I often need 
to fill a gap between two sections. In previous versions of 
Pro Tools, I would first create a Region to loop, and then 
use the Duplicate command from the Edit menu 
(Command / Ctrl+D) to add extra copies until the hole 
was filled. Region Looping takes this process and makes 
it so much easier, whilst enabling lots of additional 
options. 
You can consider a Looped Region as consisting of a 
master loop with a number of 'aliases' that follow it. 
Nothing special about that, you might say  isn't that in 
effect what the Duplicate command does? Not quite. For 
one thing, the aliases created using Region Looping 
automatically change to reflect any modifications made to 
the master loop. Region Looping also brings in another 
new Pro Tools 7 feature  Region Grouping  in such a 
way that the master and aliases work together as one 
region. Finally, automation attached to a Looped Region doesn't get repeated, as would 
happen with the Duplicate command.  
Every instance of a Looped Region displays the Loop icon in the bottom right-hand corner so 
that you know it is not a simple duplicate of the original.  
Looping The Loop    
Using the Duplicate command to copy 
a Region creates lots of independent 
Regions, and copies any automation 
that was attached to the original 
(above). The new alternative in Pro 
Tools 7 is Looped Regions (below), 
which display a loop icon in the bottom 
right-hand corner.   
Sound On Sound - July 2006           162 of 178 
To create Looped Regions, first select an audio or MIDI 
Region, then choose the Loop option from the Region 
menu or press Command+Alt+L (Windows: Ctrl+Alt+L). 
The Region Looping dialogue box will open, with three 
options available. 
If you choose the Number of Loops option, you can 
simply enter the number of times you want the Region to 
be looped. The other options are designed to provide 
ways for Pro Tools to do the maths when it comes to 
working out how many times the Region needs to be 
looped to fit into your Session. Loop Length allows you to 
enter the duration required in the format of the main 
timebase ruler (in this screenshot, Minutes & Seconds). 
Note that if the duration is not an exact multiple of the loop length then the last alias will not 
be complete. Alternatively, the 'Loop Until End of Session or Next Region' option repeats the 
selected Region until another Region on that track is reached, or until the end of the Session 
if there are no further Regions on the track. Again, the last alias will be a fragment unless the 
gap is an exact multiple, in length, of the Region being looped. 
If desired, you can also select the Enable Crossfade option which will create a crossfade at 
each loop point. To do this click the Settings button and set the crossfades as required, 
before clicking the OK button to return to the Region Looping window. Finally, click the OK 
button in the Region Looping window and Pro Tools will create the appropriate loops. 
You can loop multiple Regions across several tracks: simply select all the Regions you want 
to loop and then run the Region Looping command as above. Region Looping also works with 
Region Groups as well, but if you select more than one ungrouped Region on the same track, 
Pro Tools will only loop the last region.  
Unlooping The Loop 
Just as it is possible to ungroup Region Groups, so it is 
possible to unloop Region Loops. Select your Looped 
Region and choose the Unloop option from the Region 
menu to see the Unloop Regions dialogue box, where 
you can choose from two options. Remove simply deletes 
all the aliases, leaving you with just the original 'master' 
loop. Flatten retains all of the aliases, but converts them 
to conventional Regions in their own right  in other words, what you would have had if you'd 
used the Duplicate command to create all those Regions in the first place. If you want to 
unloop and ungroup a Looped Region Group, you can use the Ungroup All option in the 
Region menu.  
Editing Region Loops 
Looped Regions can be edited as a group or individually. 
Single-clicking with the Grabber or double-clicking with 
the Selector tool anywhere on the Region Loop will select 
the whole group. Now you can move the group to the 
desired location with the Grabber. To select an individual 
loop within the group, you can use the Smart tool: as you 
hover close to the loop icon you will see that the cursor 
changes to the loop icon, and a single-click will select that 
loop. If you are using the Selector tool, hover over the 
loop icon and wait for the cursor to change to a 'loop and 
selector' icon, then click and drag left until Pro Tools 
highlights the individual loop.     
Multiple Regions on separate tracks 
can be looped. 
Sound On Sound - July 2006           163 of 178 
The normal tab feature where the Tab key on the keyboard moves the cursor to the next 
Region boundary to the right works differently in Region Loops. The conventional tab feature 
treats a Region Loop as one complete Region, so using the Tab key will make the cursor go 
the end of the Region Loop, missing out all the individual loops. However, when Tab to 
Transient is enabled, it will still function within a Region 
Loop. 
Using the Trim tool in the conventional way will trim the 
Region Loop as if it was one single Region, cutting the 
block of loops to the desired length and leaving a 
fragment of a loop at the end if needs be  holding down 
the Ctrl key (Mac) or the Start key (Windows) forces the 
Trim tool to trim only to the nearest Region boundary 
within the loop, so leaving no fragment at the end. Using 
the TCE Trimmer will produce a single consolidated 
Region rather than a master plus aliases. 
Alternatively, you can trim every individual Looped 
Region within the group (it is not possible to change the length of just one of the Regions 
without flattening the loop first). Select the Trim tool (this doesn't work with the Smart tool 
enabled) and hover over the loop icon on one of the Regions. You will see that the cursor 
changes to an icon combining the loop and trim icons, and now you can adjust the length of 
the individual Region. Note too that the number of repetitions will automatically be increased 
or decreased such that the total length of the Region 
Loop stays the same.  
You can also use the Trim to Fill feature to extend a 
Looped Region to fill an available 'hole'. Use the Selector 
tool to make a selection that includes some or all of the 
Looped Region, choose Trim Region from the Edit menu 
and in this case select End to Fill. Pro Tools will add loop 
aliases to fill the hole rather than the exact space you've 
highlighted. If the hole is before rather than after the 
Looped Region, Pro Tools will move the original loop 
back and put the aliases after it, so that the original 
'master' Region is always the first loop in the Looped 
Region.  
Automation And Region Loops 
As I said earlier, automation doesn't get copied when you use the Region Loop command. If 
you want the automation to be repeated, you need to use the Copy Special and Paste Special 
commands from the Edit menu. Select the source Region, which will contain the automation, 
and use Copy Special from the Edit menu. Then select the Region Loop, ready to paste the 
automation, and use the Paste Special  Repeat to Fill Selection command. This will paste 
the automation over the complete Region Loop.   
Published in SOS July 2006  
If you hover the Smart tool over its loop 
icon, you can select an individual 
Region within a loop.   
Trimming an individual Region within 
the loop changes the length of all the 
Regions. Pro Tools will also add or 
remove additional Regions so that the 
loop is still the same length. 
Sound On Sound - July 2006           164 of 178 
Using Automation in Cubase SX 
Click & Buy PDF 
Cubase Notes & Workshop 
Published in SOS July 2006 
Technique : Cubase Notes   
This month we continue to explore Cubase's automation 
features with a look at the different modes available to SX 
users, and the issues you'll face when using automation and 
MIDI Controller data on MIDI Tracks. 
Mark Wherry 
In last month's Cubase workshop we looked at how to 
write automation data on a track. By default, Cubase 
writes automation data in a mode that's known as 'Touch 
Fader' in Cubase speak. This basically means that 
Cubase will write automation data (when in write mode) at 
any time you're touching the fader, even if you aren't 
actually moving the fader, overwriting any pre-existing 
automation data for the parameter being 'touched'. 
Obviously it's not actually possible to 'touch' an onscreen 
control, so if you're using a mouse, 'touch' means to click 
and hold an onscreen control without releasing the mouse 
button. However, if you're using a hardware control 
surface with Cubase that offers touch-sensitive controls, 
'touch' literally means touch.  
The ARTful Dodger 
In Cubase SX and SL, Touch Fader automation is used in 
conjunction with the Automation Return Time setting, 
which is part of the Automation Mode toolbar on the 
Project window. If you can't see this setting, right-click on 
the Project window's toolbar and make sure Automation 
Mode is checked. The Automation Return Time (ART) is 
the time it takes from when you stop overwriting 
automation data for the value of the parameter to return 
to the value of the next Automation Event of that same 
parameter, and can be between one and 2000ms. 
For example, say you have automation data written for 
volume that keeps the level roughly at 0dB and you overwrite this with a fade-out in one part 
of the track. If the ART setting is 1000ms and you release the fader at around -64dB, Cubase 
will automatically write automation data so that the channel smoothly returns to the level of 
the pre-existing automation data (from -64 to 0dB) over a period of a second. This prevents 
the volume suddenly jumping from -64dB to 0dB, which would happen if there was no ART 
feature, or if the ART was very short. 
In Cubase SL (and SE), Touch Fader is the only way in which automation can be written, but 
Cubase SX users have four other modes available to them: Autolatch, X-Over, Overwrite, and 
Trim. 
In Autolatch mode, as with Touch Fader, Automation Events are recorded (overwriting 
existing data) from the minute you 'touch' a parameter. However, in this mode Automation 
Events will continue to be recorded once you have released the parameter and until you 
stop the transport.   
In these two screens you can see a 
second pass of automation data being 
recorded on top of a previous pass 
where the level is higher during the 
second pass than the first. In the first 
screen the Automation Return Time 
(ART) parameter is set to 100ms, while 
in the second screen ART is set to 
1000ms: notice the how this affects 
how Cubase joins the point between 
the two automation passes. 
Sound On Sound - July 2006           165 of 178 
X-Over is similar to Autolatch mode, except that once the parameter you're automating is 
released, Cubase will stop recording Automation Events as soon as existing Events are 
encountered on the track. 
Overwrite mode is again similar to Autolatch mode, 
with two exceptions: firstly, Overwrite mode only works 
with Volume Automation Events, and, secondly, 
Automation Events are recorded (overwriting existing 
data) the instant the transport is running, until you stop 
the transport. 
Finally, Trim mode, like Overwrite, also only works with 
Volume Events; but rather than writing completely new 
Automation Events it allows you to proportionally adjust 
existing volume automation data. When you start the 
transport running in Trim mode, the volume fader moves 
to a central position where moving the fader up 
increases the level of all Volume Events relative to each 
other before the Project Cursor, and moving the fader 
down decreases the level of all Volume Events ahead of the Cursor.  
Usefully, you can also use the Trim mode offline as well. With Write Automation enabled on a 
given track, selecting Trim mode and moving the volume fader for that track will trim all the 
Volume Automation Events on that track between the Left and Right Locators. The last part of 
that sentence is the most crucial, as it's easy to forget to set the Locators appropriately, 
although it is really neat to be able to trim certain sections of a track by setting the Locators to 
specific locations. To ensure you're trimming all the Automation Events on the track, 
right/Control-click in the Volume Automation track and choose 'Select All Events', followed by 
'Transport / Locators to Selection', which will set the Locators to encompass all of the Volume 
Automation Events on the track.  
The Automation Mode pop-up menu in 
Cubase SX enables you to select 
different modes to use when writing 
automation data. 
Sound On Sound - July 2006           166 of 178  
Editing Automation Events In The Project Browser 
In addition to using Automation 
tracks (and sub-tracks) to edit 
Automation Events graphically, it's 
also possible to edit this information 
numerically in Cubase's Project 
Browser window, which you can 
open by choosing Project / Browser 
or pressing Control/Command-B. In 
the Project Structure list, select the 
track containing automation data 
you want to edit and click the 
triangle beside it to reveal an Automation sub-folder, which has an entry for each of the Automation 
tracks (or sub-tracks) used for that track. Selecting the appropriate Automation track in the Project 
Structure list will display all the Automation Events for that track in the main Event Display area, where 
you can edit the Position or Value of Automation Events.  
The Project Browser 
provides a numerical way to 
edit Automation Events. 
Here you can see Volume 
Automation Events for an 
audio track represented on 
both an Automation Sub-
track in the Project window 
and in the Project Browser.  
MIDI Automation 
In the examples discussed in last month's Cubase workshop, we were looking at automating 
parameters on audio-based tracks; but it's also possible to read, write and edit automation 
data for parameters on MIDI-based tracks in exactly the same way, via a track's [R] Read and 
[W] Write buttons, along with the Automation sub-tracks. The parameters that can be 
automated for MIDI-based tracks include Volume, Pan, Mute, the Send and Insert Enables 
(along with the controls for any MIDI Insert plug-ins you might be using), and most of the 
controls from the Track Parameters Section (including a global on/off toggle), such as 
Transpose, Velocity Shift, and the Random and Range settings. 
Being able to automate some of these parameters might not 
seem especially useful at a first glance, but being able to 
automate pitch- and velocity-modulating parameters such as 
Transpose and Velocity Shift can lead to some interesting 
creative ideas. Back in the Cubase VST days, for example, I 
was once asked to hack together a makeshift transpose fader to 
add variation to some taiko samples. Because the taiko samples 
were laid out on the keyboard with a different (but similar drum) 
sound assigned to each pitch, you could take some very basic 
rhythmic patterns and move the transpose fader to create more 
complex, varying patterns. This would work especially well with 
fast, straight patterns, and is effective when there are random 
notes on the keyboard that have no sample assigned, so as to 
create gaps. Creating these types of effects is now much easier 
in Cubase SX with the ability to automate a track's Transpose 
parameter. 
Standard MIDI Controllers can also be added as Automation Parameters, but this where 
things can get a little complicated because working with Controller data as Automation Events 
is completely separate to working with Controller data as MIDI Events in one of the editor 
windows, such as the Controller Lanes in the Key editor. This is a problem because both 
types of data can co-exist and produce conflicting results that are confusing for the user and 
for Cubase. 
If you're not completely sure what I'm talking about, let's consider the Volume parameter as 
an example: when you move the volume fader on a MIDI track in Cubase, the program will 
send MIDI Controller 7 (Volume) data to the appropriate MIDI device. To save the conflict of 
two automation parameters producing the same data, you'll notice that Controller 7 isn't 
available from the Add Parameters window, since it's effectively the same as the track's 
Volume parameter. But what if you have Controller 7 data programmed in your MIDI Parts 
and you have recorded volume automation data on the MIDI Track as well?  
The Add 
Parameter 
window for a 
MIDI track 
shows which 
parameters can 
be automated. 
Parameters for 
MIDI Insert 
plug-ins will 
also appear 
here for any 
Insert plug-ins 
you're using on 
a MIDI track. 
Sound On Sound - July 2006           167 of 178  
Multiple Track Trickery 
When you have multiple adjacent tracks in the Track List that you need to rename (such as after adding 
several MIDI tracks via the 'Add Multiple Tracks' command), renaming each one individually can be a 
real pain. Fortunately, there's a quicker way of carrying out this task: double-click the name of the first 
track you want to change and type in the new name as normal, but instead of pressing Return (or 
clicking outside the text field) to exit, you can simply press Tab to jump to the next track's name in the 
List, or press Shift-Tab to move to the previous track's name. 
When you have finished renaming tracks, press Return or click outside the text field to exit as normal. 
The track that was selected when you started renaming tracks will still be the track that's selected in the 
Track List.  
MIDI Controllers Vs. Automation 
To take a worst-case scenario, imagine you have MIDI Controller 7 data recorded that 
represents a fade-out over two-bars. What would happen if you had Track Volume 
Automation Events in the same two-bar period that were performing a fade-in? On playback, 
the MIDI output of the track would contain both the MIDI Controller 7 fade-out data, and the 
Automation Events, which Cubase would also translate into MIDI Controller 7 data. Because 
we can have two sets of volume data represented in two completely different ways, that end 
up sending the same type of message to our MIDI device (be it an external or VST-based 
instrument), the result is completely garbled. 
One easy solution is to only use one area of Cubase to work with MIDI Controller data: either 
work with this data as Automation Events or MIDI Events. However, the problem here is that if 
you choose Automation Events, you can only work with the data on the Project window, and if 
you choose MIDI Events you can work in one of the MIDI editor windows. Since both sets of 
tools have advantages and disadvantages, it's no wonder that users naturally gravitate 
towards mixing and matching to get the best of both worlds, which leads to the type of 
conflicts described earlier. 
In terms of volume, one good approach is to think about 
how, in a musical sense, track-based automation is used 
compared to how MIDI Controllers are used. Track-based 
automation is intended, at the most basic level, to record 
the movements of Cubase's internal mixer. While MIDI 
Controllers can and have been used to remotely control 
mixers, they also have a second purpose, which is to 
provide articulation data for a MIDI instrument. By 
articulation data, I mean parameters such as modulation, 
or even volume in the dynamic sense, such as when you 
record MIDI Controllers to mimic the way someone would 
produce louder and softer tones while playing an 
instrument. In this case, we're talking about a 
performance and not a mix parameter. 
The good news is that when the list of MIDI Controllers was drawn up, somebody was 
obviously thinking about this problem. One Controller often forgotten is Expression (despite 
the fact that most instruments, hard and soft, support it), which is basically a volume fader 
that sits before the regular MIDI Controller 7 volume fader. This means you can record your 
dynamic volume as Expression MIDI Controller data and leave Cubase's track-based volume 
control as a trim for the output of that channel. You can have two different types of volume 
data playing back at the same time without interfering with each other. 
The above workaround is obviously only suitable for avoiding volume conflicts, and right now 
there isn't a really good workaround for other types of MIDI Controller data. On the plus side, 
though, a command called 'Extract MIDI Automation' was added in SX 3 that allows you to 
convert Controller data represented as MIDI Events in MIDI Parts into track-based 
Automation Events. To use this command, simply select the MIDI Part (or Parts) in question, 
choose MIDI / Functions / Extract MIDI Automation, and MIDI controller data will be converted 
into automation data.  
Here you can see MIDI Controller 7 
(Volume) data represented by the 
vertical lines in the MIDI Part, with 
Volume Automation Events recorded 
over the same period of time. When 
played back, both sets of data send 
MIDI Controller 7 to the MIDI device, 
which produces a rather unintelligible 
result. 
Sound On Sound - July 2006           168 of 178  
Last But Not Least 
A final Preference that's handy if you use a hardware MIDI controller for recording Controller 
data is 'MIDI Controller Input to Automation Tracks', which is found on the MIDI page in the 
Preferences window. When this is disabled, MIDI Controller data is recorded as normal (if 
you're in record mode), as MIDI Events in MIDI Parts; but when it's enabled, incoming 
Controller data remotely controls automation parameters on the selected MIDI track instead. 
In this mode, you can record Controller data and some track parameters (volume and pan) as 
Automation Events in the same way you would normally write automation data, but using your 
regular MIDI hardware controller. However, note that this only works with MIDI tracks (you 
can't write volume data for a selected audio channel in this way, unfortunately), as the 
purpose of the feature is to prevent you from recording Controller data as both MIDI and 
Automation Events. 
Understanding automation can greatly improve the quality of mixes produced entirely in 
Cubase, and, once you've got the hang of it, you'll start to see why hardware control surfaces 
are so useful. Although they don't actually add anything sonically to your work, one area 
where they really are useful is writing automation data  especially if they have touch-
sensitive controls. Stay tuned for more about this in a forthcoming Cubase workshop 
article.   
Published in SOS July 2006 
Sound On Sound - July 2006           169 of 178 
Using Virtual Instruments In Ableton Live 
Click & Buy PDF 
Ableton Live Notes & Technique 
Published in SOS July 2006 
Technique : Ableton Live Notes   
When Ableton added MIDI support to Live, they also added 
virtual instrument support - this month we look at how to take 
full advantage of software synths within Live. 
Craig Anderton 
One of Live's more appealing aspects is how it has 
managed to add increased functionality while retaining 
the simple, yet clever, operational paradigm that was its 
initial source of appeal. It's understandable that when 
Live 4 added MIDI, the 'Live faithful' were concerned the 
program would veer precariously in the direction of bloat. 
Instead, Ableton crafted a seamless MIDI implementation 
that added another dimension to the program, including 
virtual instruments. 
However, Live's virtual instrument implementation 
requires an understanding of how signals are routed 
within Live, as well as the differences (and similarities) 
between MIDI, audio, and instrument tracks. We'll cover 
these topics, and more, in this issue's column.  
Let's start by covering the simplest way to use a virtual 
instrument, then build on that foundation.  
Simply Soft Synths 
A virtual instrument requires a MIDI track, but once inserted, the track becomes a hybrid 
MIDI/audio track. Here's how the process works. 
Begin by dragging an instrument from the Live Browser into the Mixer Drop Area. This 
automatically creates a MIDI track, inserts the instrument into the MIDI Track View, and 
opens up the instrument GUI for editing. An alternate method is to create a MIDI track by 
going Insert > Insert MIDI Track, then dragging a VST instrument from the browser into the 
track's MIDI Track View. 
In the track's upper MIDI From field, select your MIDI controller (which should be enabled in 
the Preferences menu) and select the controller channel you want to monitor in the lower 
MIDI From field. Typically this will be All Channels, unless you need the instrument to respond 
to a specific channel; in this case, choose a specific channel. 
Set Monitor to Auto if the track is record-enabled. If it isn't, set monitor to 'In'. 'In' will also work 
in Auto mode, but if set to 'In', remember to return the Monitor function to Auto when you want 
to play back the track. 
With an instrument inserted, the MIDI track accepts MIDI at its input, but outputs audio from 
the soft synth's audio output. As a result, you'll need to specify Audio To; usually this will be 
the Master Out. However, as we're now dealing with an audio track, the Master Out could 
also feed the Sends Only, or the input of another audio track. 
Finally, play a few notes on your controller, and you should hear the soft synth play. If not, 
check the MIDI setup and the track input and output assignments.   
The MIDI track contains a Scale MIDI 
effects plug-in, an instance of 
Cakewalk's Rapture, and Live's 
Saturator audio plug-in at the output. 
The MIDI track's Monitor is set to Auto, 
so the track needs to be record-
enabled in order to pass the incoming 
MIDI data through to the instrument. 
Sound On Sound - July 2006           170 of 178 
More To The Track Than Meets The Ear 
You're not limited to dragging an instrument into a MIDI instrument track. You can drag MIDI 
effects into the MIDI Track View prior to the instrument (to the instrument's left), or audio 
effects after (to the right of) the instrument.  
Also note that the configuration of the track itself 
changes automatically, depending on whether you're 
recording MIDI data or playing back the instrument 
sound. When the track is record-enabled, the meter 
shows incoming MIDI velocity. When it's set for 
playback, the meter changes into an audio output 
meter.  
Simultaneous Audio Recording 
It's possible to simultaneously record the instrument 
output into an audio track as you record the MIDI 
data. Sound useless? Well, remember that Live is 
about being able to make decisions and changes on 
the fly, so consider this: You're using Live in a live 
performance, and building up loops over which you can play. You're playing a soft synth via 
MIDI, and then plan to switch over to another sound and play that. Of course, you can just 
record the sound of the soft synth into an audio track, and be done with it. But if you record 
into MIDI and audio simultaneously, you have the option of going with the audio track 'as is', 
or tweaking the MIDI track if there are problems, then recording this data through the 
instrument, which converts it into audio for the audio track. Once recorded as audio, you can 
move on to recording the next MIDI part. 
Doing this takes advantage of Live's flexible routing, which you can consider as a sort of 
'matrix modulation without the matrix' as you can choose an input from any of several 
sources, and send an output to any of several destinations. 
It's easy to set up Live for this scenario: first set the input of the MIDI instrument track to 
receive input from your MIDI source, record-enable the MIDI track, and set monitor to Auto. 
Send the MIDI track output to an audio track and set the audio track's input to monitor the 
MIDI instrument track. Record-enable the audio track by control-clicking on its Arm Session 
recording button, and set monitor to Auto. Now when you record in Live, you'll be recording 
MIDI data into the MIDI track and audio data into the audio track.  
The MIDI track has a 
USB keyboard chosen 
as its input, and is 
sending the output to 
audio track one. The 
audio track is receiving 
its input from MIDI track 
two, and sending its 
audio to the Master out. 
As both tracks are 
recording simultaneously 
(Ctrl-click to enable 
multiple record buttons), 
both are record-enabled 
and Monitor is set to 
Auto.  
Data is being 
recorded via a MIDI 
track (four), and 
sent to channel 
three of the MIDI 
track (one) 
Sound On Sound - July 2006           171 of 178 
There are a few fine points. Because the audio track is monitoring the 
MIDI track output, it doesn't really matter where you send the MIDI track's 
out  it could go to the sends, or even an external out, and you'll still hear 
the MIDI instrument through the audio track. Similarly, if you're sending the MIDI instrument 
track out to the audio track input, then the audio track input can be set to any input because 
it's always going to receive input from the MIDI instrument track.  
Let's Get Multitimbral 
In case you're wondering why I used Cakewalk's Rapture in the first example, it's because it 
has the 'Live mentality'. Rapture has six different 'elements' (basically, voices) that offer lots of 
looping and tempo-sync options, and can be set up for multitimbral operation so that each 
element receives data over a separate MIDI channel. When loaded into Live, this allows a 
variety of MIDI-based looping options that complement the way Live treats digital audio. 
Anyway, taking advantage of this requires setting up Live for a multitimbral synth. In this 
instance, the 'MIDI + instrument' track becomes a kind of container for the soft synth, and is 
fed by multiple MIDI tracks (one for each channel you want to address). As an example, we'll 
set up Live to play back three MIDI tracks into Rapture elements one, two, and three, which 
are set to those respective channels. 
Create the MIDI instrument track, which we'll call track one. I generally set this to No Input to 
avoid confusion, as I want to add inputs only from other MIDI tracks and create as many MIDI 
tracks as there are multitimbral channels to be driven. In this case, there are three. Set the 
input for each of these MIDI tracks as desired.  
In each MIDI track's upper MIDI To field, select the track containing the instrument (in this 
case, MIDI track one). 
In the lower MIDI To field, assign the MIDI output to the desired instrument channel (in this 
case channels one, two, and three for the three element channels). Now set the Monitor 
switches for the three MIDI tracks to Auto. If you record-enable a track, it will send the 
incoming MIDI data to the channel that you have just selected, and of course, you'll also be 
able to record this into the sequencer. 
Now you can record as desired into the various tracks, and play them all back when 
completed into the MIDI Instrument track.  
What About Multiple Outputs? 
Live can also accommodate instruments with multiple outputs. We'll use the Impulse drum 
machine as an example, as it comes with Live and is a cool little instrument anyway. In this 
scenario, we'll play the drum sounds from a MIDI controller, and send each Impulse sound to 
its own output for individual processing. Here are the 
steps required to accomplish this. 
containing the 
instrument.   
Impulse, the drum module included with 
Live, provides up to eight individual 
Sound On Sound - July 2006           172 of 178 
Create a MIDI track. 
Set the MIDI From field to whatever will receive your 
controller's MIDI output (such as All Ins). 
Decide how many individual outputs you want to use, and create an equivalent number of 
audio tracks. For example, if you want to assign each of the eight Impulse sounds to an 
individual output (and you can indeed do this), you would create eight audio tracks 
dedicated to Impulse. 
Set each audio track's upper Audio From field to the MIDI track. 
Each audio track's lower Audio From field provides a pop-up menu showing Impulse's 
individual outputs. Choose the desired output for each track. 
In terms of monitoring, you have the usual two options: Record-enable a track and set 
Monitor to Auto, or simply have the track monitor the input ('In'). I generally prefer not to 
record all the outputs as Audio, but simply monitor the 'In' while recording so I can hear the 
results of playing the MIDI part. After the part is recorded, I switch Monitor to Auto. 
Of course, when using instruments which have multiple outputs, you need to make sure that 
you've assigned sounds properly to output channels within the instrument itself.  
Creating Splits & Layers 
A basic MIDI function is creating a split, so that a master controller can be divided into 
regions, with each region triggering a different sound. The stereotyped application is a bass 
sound played by the left hand and a lead sound with the right hand, but splits are good for 
special effects as well  high 'C' might trigger a special sample, for example. 
Thanks to MIDI effects, Live allows setting up as many splits as you like. We'll use the 
example of splitting a keyboard so that playing C2 or below plays through one instrument, 
while playing C#2 or above plays through a different instrument. 
Set up two MIDI tracks with the instruments that will play the two different 
sounds. Set each of their MIDI From fields to respond to your MIDI 
controller, or to the same MIDI data track. 
Drag the Pitch MIDI effect from the Browser into the instrument that's 
intended to play C2 and below.  
The Pitch effect passes notes in a certain range while rejecting all others. 
To edit it the way we want, set the Lowest parameter (the lowest note of 
the range) to C-2. Set Range to 48st, which means that the range will 
extend 48 semitones above C-2. This places the range's upper note at C2. 
Do not adjust the Pitch parameter itself  leave it at zero. 
As we did before, drag the Pitch MIDI effect from the Browser into the 
instrument that's intended to play notes C#2 and above. Set the Lowest 
parameter to 'C#2'. For Range, as we want to play anything above C#2, 
we can just choose the maximum range of 127st. As before, leave the 
Pitch parameter at zero. 
And now we have a keyboard split. Note that the Pitch plug-in has a small light below the 
Pitch control that glows yellow when the plug-in is receiving a note outside of its specified 
range. This is very thoughtful, because if you don't hear anything, you can check here first 
and make sure the problem isn't just that you're playing out of the specified range. 
audio outputs (one for each drum 
sound). This screenshot shows channel 
nine feeding Impulse MIDI data, and 
each sound appearing over its own 
audio track.  
The Pitch MIDI 
plug-in can be set 
up to create 
keyboard splits. 
Sound On Sound - July 2006           173 of 178 
Layering two (or more) synths so that they play together is easy. All you need do is to have 
the two MIDI instrument tracks monitor the same MIDI data track at their inputs. And as 
expected, you can combine splits and layers by simply creating an overlapping range with the 
Pitch plug-in. For example, you could place the highest note of the lower split above the 
lowest note of the upper split, thus creating a range where the two sounds overlap. 
If you're still using Live strictly as a digital audio-oriented machine, that's all well and good  
but you're missing out on a lot. Start by exploring the Impulse and Simpler instruments 
included with Live; you might be surprised at how getting MIDI instruments involved can 
expand your musical horizons.    
Published in SOS July 2006 
Sound On Sound - July 2006           174 of 178 
What's New In Digital Performer 5 
Click & Buy PDF 
Digital Performer Notes 
Published in SOS July 2006 
Technique : Digital Performer Notes   
After being extensively trailed at this year's NAMM show and at 
Sounds Expo in London, DP5 is finally here. But besides its 
shiny new additions, such as the six bundled MAS instruments, 
there are some unexpected and intriguing new features that 
might just prove to be more useful to some... 
Robin Bigwood 
When MOTU publicised details of DP5 earlier this year, 
there was some grumbling. Various contributors to online 
discussion forums and email lists made the point that 
they'd be willing to forgo the bundled synths and Track 
Folders if only MOTU could make DP more efficient and 
banish the processor-spiking issue that had affected 
some users under DP 4.5 and 4.6. So it's encouraging to 
see that in DP5 we've been given the synths and some 
intriguing tweaks to the MOTU Audio System. The latter 
seem to have hit the nail on the head when it comes to 
improving user experience on a range of Macs. 
First of all, DP5 just seems to run better. On my dual 
2.0GHz G5 I instantly noticed a lower processor hit when 
DP was hosting various virtual instruments. And on my 
1GHz G4 Powerbook the spectre of the spiking CPU meter seems to have all but vanished. It 
now seems to be possible to push the processor much harder without running into spikes, 
with DP's graphic interface remaining comparatively smooth and responsive. 
This in itself is a great development, but there's more, especially for those who like to get 
'under the hood'. Go Studio menu / Configure Audio System / Configure Studio Settings and 
you might get a shock. You can no longer set a Studio size, control how many audio voices 
DP has available, or set the rather arcane 'disk read/write size' or 'buffer size per voice'. 
Instead, DP itself takes care of all the audio-voice allocation stuff and the user-configurable 
aspects of MAS performance are now represented by two rather bizarrely named settings: 
'Prime Seconds' and 'Work Quanta'. 
Work Quanta is apparently the interval (in milliseconds) at which the MAS engine does its 
calculations. Work Quanta is not Buffer Size  that's still there in the Configure Hardware 
Driver dialogue box  and MOTU suggest it should normally be left at its default value of 
100, but they also say that increasing it favours audio performance at the expense of 
graphical interface smoothness. At its maximum value of 500, I fancied there was a slight 
reduction in processor hit for an instrument-heavy sequence I was working on, so it may be 
worth experimenting with on your own Mac.  
There are some pretty high-profile new 
features in DP5, including six rather 
good bundled instruments and a fast 
and flexible Meter Bridge. However, it's 
some of the less flashy and more 
unexpected developments that are 
receiving a lot of attention. 
Sound On Sound - July 2006           175 of 178 
Prime Seconds is more mysterious. This setting seems to 
control how far ahead DP looks to 'pre-cue' the audio in 
your tracks when you locate the playback wiper in a 
sequence. Higher values potentially help with processor 
spikes that occur shortly after playback begins. But Prime 
Seconds also relates to something else new, and more 
puzzling still: pre-rendering. 
Specific details on this new feature are tantalisingly scant, 
but it seems to work like this: when you place a plug-in on 
an audio track, dial in some settings and then close the 
plug-in's window, DP5 'pre-renders' audio in the track just 
ahead of the playback wiper, to sound exactly as though 
it was being treated in real time by the plug-in. The 
amount that is pre-rendered would seem to be equal to 
the Prime Seconds value, and is heard as soon as you 
start sequence playback. 
What is absolutely not happening is any sort of automated Freeze of entire tracks  pre-
rendering only works on a temporary basis and even then only for a couple of seconds worth 
of audio. But presumably, by whenever possible cueing up this short amount of audio, 
complete with plug-in effects, DP is able to reduce the processor usage associated with 
playback (and particularly with starting playback). 
Pre-rendering is permanently 'on' in DP5, but the only time you might be made aware of its 
presence is if you hear a burst of dry audio as you open and close plug-in windows  
apparently, an unavoidable side-effect. It only works on audio tracks, not Aux tracks or 
Instrument tracks, and even then not for mono-to-stereo, mono-to-surround or stereo-to-
surround effects. If, for any reason, you don't want a plug-in to use it, you can check a new 
'Always Run in Real time' option in the plug-in's mini-menu. There are apparently no 
implications for plug-in automation in either case.  
Tidy Up With Track Folders 
Winning the award for 'easiest new feature to get your head around' are DP5's Track Folders. They are 
purely an organisational feature but they make dealing with high track counts and sprawling Sequence 
Editor windows much easier. Related tracks (all your backing vocal tracks, or all your virtual instruments, 
for example) can be grouped in a Folder and then hidden away inside it by clicking the so-called 
'disclosure triangles' that appear in the Tracks window, Sequence Editor and edit windows' Track 
Selector Lists. Doing this keeps all your tracks readily available and beautifully organised, but can save 
hugely on the amount of screen area your track lists use up. Try this to get started: 
In the Tracks window, select a group of tracks  for example, MIDI tracks  by clicking and dragging over 
their track names. 
In the Project menu, go down to the new Track Folders sub-menu and choose 'New Track Folder from 
Selected Tracks', or hit Shift-Apple-R. The tracks you selected are grouped into a Folder called 'New Folder'. 
Alt-click the Folder's name to re-name it, perhaps just 'MIDI tracks' and hit Return to enter this. 
Now try clicking its disclosure triangle. The MIDI tracks are folded up inside the Track Folder. Clicking the 
triangle reveals them again. 
Moving an additional track or tracks into this Folder is easy. In the Tracks window, first make sure that 
the Folder is open, then grab a track's move handles (in the 'MVE' column) and drag it on to the Folder. 
Moving a track out of a Folder is also easy: grab its move handle and drag it to a position that's outside 
the Folder in the track list. 
New, empty track Folders can be created by choosing 'New Track Folder', via the Project menu, and 
tracks can be dragged into them as described above. If you want to get rid of a Track Folder, choose 
'Delete Track Folders' from the same menu, and in the dialogue box that appears click the relevant 
Folder or Folders. You can then choose to Delete, which gets rid of the Folder and all the tracks within it, 
or Remove, which retains the enclosed tracks. 
Working with Track Folders in the Sequence Editor window is very similar, except that tracks there don't 
have a ready-made Move handle. Instead, to move them you place your mouse pointer towards the left 
edge of their information pane. The pointer should turn into a 'Move' symbol (which is a pair of triangles) 
and you can then click and drag.   
Perhaps pointing to some reworking of 
DP's audio system, MAS, the Configure 
Studio Settings dialogue box in DP5 
sports some interesting new settings. 
Sound On Sound - July 2006           176 of 178  
Track Enable/Disable 
Also aimed at helping you manage processor usage is a new Enable/Disable option on all 
audio, Aux and Instrument Tracks in DP. In the Tracks window, this option appears as a new 
column  labelled 'ENA'  with dots showing that individual tracks are enabled. Clicking one 
of these dots causes it to disappear and the track to be disabled. You can also enable and 
disable tracks in the Sequence Editor and Mixing Board, by checking or unchecking 'Enable' 
in their settings pop-up menus. 
Disabling a track is like muting it  and then some. A 
disabled track takes up zero processing power, no matter 
what plug-ins are being used on it, but of course it won't 
be heard during playback either. Also, disabling and re-
enabling tracks during playback will cause audible burps 
and glitches, as DP reallocates system resources, so that 
practice isn't advisable. Nevertheless, this is a useful new 
feature, as it means you can keep any number of 
processor-intensive audio, Aux and Instrument tracks 
available in your project, complete with plug-ins, but 
easily take them off-line when they're not needed. 
So when might you choose to disable a track? Well, let's say you're working on a sequence 
that uses several convolution reverbs and your processor use is running quite high. In a flash 
of inspiration, you decide you need to add some tracks with a CPU-intensive virtual 
instrument  maybe a monster like Arturia's Moog Modular V. To free up resources for this, 
you could quickly disable all the reverb tracks, and after bouncing the Moog tracks and 
disabling them, re-enable the reverbs to pick up where you left off.  
Digital Performer 5 Tips 
If you've just upgraded to DP5, don't forget a great new feature 
that can easily be overlooked. The Meter Bridge, displayed by 
clicking its button in the central pane of the Consolidated 
Window, or by hitting Shift-Z, is almost laughably easy to use. 
There are buttons for displaying meters for hardware Inputs 
and Outputs, DP's Busses, pre-configured audio Bundles, the 
outputs of multi-output virtual Instruments and Rewire 
channels in use and, last but not least, audio tracks 
themselves. The Meter Bridge resizes to fit as best it can into 
its window, and buttons at the top left allow you to choose a 
linear left-to-right or vertically stacked layout. The width of 
meters can be adjusted by clicking and dragging on the 
magnifying glass button, and their range adjusted by dragging 
either end of the vertical 'Scale' bar. 
Also check out the new information-pane resize handle in the 
Sequence Editor. Just to the right of a track's settings pop-up 
menus is a little group of six dots. Click and drag here to resize the information pane and the pop-up 
menus rearrange themselves to fit. With this enhancement, you can have full access to all of a track's 
settings in the Sequence Editor, via dedicated pop-up menus, even when the track has been vertically 
resized to be quite small.  
Some graphical elements in DP5, such 
as pop-up menus, have been tidied up 
to give a rather smart new appearance. 
In the Sequence Editor, the information 
panes at the left of each track lane are 
now resizeable, so you can choose 
how many pop-up menus are displayed 
 particularly useful when a track's 
vertical size is very small.  
Bundles Of Joy 
DP's established system of defining 'bundles' of audio inputs, outputs and busses is inspired. 
It allows you to work with a group of inputs, outputs or busses as if it was an individual entity, 
to name it descriptively, and to 'rewire' and reconfigure it when necessary. If you're relatively 
new to DP and this sounds like something new and complicated, don't panic! The beauty of 
the Bundle system is that you don't have to work with it directly unless you want to: you just 
configure the inputs and outputs of audio tracks as normal as you work on a sequence and 
DP will do the donkey work. If you want to know more, look at my Performer Notes column  
DP5's Tracks window is a little different 
to previous versions. As well as some 
re-vamped fonts, there's now an Enable 
('ENA') option with which tracks can be 
enabled or disabled while keeping their 
settings and plug-ins in place. Also 
seen here are two Track Folders, one 
open and one closed. 
Sound On Sound - July 2006           177 of 178 
from way back in November 2001: 
www.soundonsound.com/sos/nov01/articles/performnotes1101.asp. 
In DP5, the Bundle concept has been extended into the realm of virtual instruments. Some 
users might not notice a difference  it's not compulsory to get into the detail of bundles if 
you don't want to  but if you work much with Reason, Live or virtual instruments with 
multiple audio outputs, you might just find the new features invaluable. 
With the advent of the new version, DP is much more helpful in handling virtual instruments 
that have multi-channel outputs. Take, for example, MOTU's Model 12 drum module that 
ships with DP5. By default, all its drum voices are routed to its Main output  the output pair 
that is set for the Instrument track. But individual drum voices in Model 12 can be routed to 
one of six additional Aux outputs instead of the Main output, via their audio-output menus. 
Voices routed like this are removed from the Main mix and can be dealt with separately, 
allowing you to use entirely different plug-in effects on them, for example. In DP5 this has 
become laughably easy to set up, because as soon as you instantiate Model 12 its Aux 
outputs (and its two Sends) instantly 'publish' themselves to the mixing environment. They 
become available as inputs in audio tracks, via the 'New Stereo [or Mono] Bundle' option in 
input pop-up menus. 
To see how it works in practice, try the following. You're about to use DP5's new capabilities 
to treat a Model 12 snare sound with a reverb, while keeping the rest of the kit completely dry. 
1. Instantiate Model 12 on an Instrument track and make sure you give the track a valid 
output pair. 
2. Load up a standard kit, such as 'Acoustic Kit 1', from the mini-menu in the title-bar of Model 
12's window. Then, for the third drum voice from the left (titled 'Snare Cent...'), click where its 
information pane says 'MAIN' and choose 'AUX1' instead. 
3. In the Project menu, choose Aux Track from the Add Track sub-menu. Switch to the Mixing 
Board (Shift-M) or Tracks window (Shift-T) and locate this new Aux Track you've just created. 
Configure it with a valid audio output and then for its input choose New Stereo Bundle and 
scroll down the (potentially long) list of inputs until you find 'Model 12-1 7-8'. This should be 
amongst a group of Model 12 inputs running from 'Model 12-1 3-4' to 'Model 12-1 17-18'. 
4. On your new Aux Track, instantiate your reverb plug-in of choice and set it up as you wish. 
5. Play Model 12 and you should find that all the drums except your snare remain dry, 
reaching DP's mixing environment via Model 12's main outs. But your snare is handled by the 
Aux Track, having been routed using an Instrument Bundle. 
Sound On Sound - July 2006           178 of 178  
In the example above, in step three you chose 'Model 12-1 7-8'? But why? What do the 
numbers mean? First of all, 'Model 12' is obviously the name of the virtual instrument you're 
setting up. The '-1' bit indicates that you're working with the first Model 12 instantiated in your 
sequence. Instantiate another one, on another Instrument track, and you'd be able to choose 
'Model 12-2' if you wanted to. And the '7-8'? To understand this, you need to think about how 
many outputs a Model 12 has in total. There's a main stereo out (two channels), six stereo 
aux outs (12 channels) and two stereo sends (four channels). That's 18 outputs in total. The 
numbering goes like this: 
Model 12 Output      Numbering In Input Pop-ups 
Main Out      Doesn't appear as an input! 
Send 1      3-4 
Send 2      5-6 
Aux 1      7-8 
Aux 2      9-10 
Aux 3      11-12 
Aux 4      13-14 
Aux 5      15-16 
Aux 6      17-18 
It's a shame that users have to deal with a numbering scheme like this, rather than choosing 
from a more descriptive list of names, but it's not that hard to get to grips with. Furthermore, it 
provides a flexible scheme for dealing with any virtual instrument  in MAS or Audio Unit 
format  that has multiple outputs. I've tested all the ones I own and it works perfectly.   
Published in SOS July 2006