Changing the ADSR Settings to Get the Most Out of Your Sounds
| By AMIR SAID (SA'ID) |
After you’ve chosen your samples/sounds and chopped them (established their start and end points, etc.), there is another series of modifications that you can perform to enhance and customize the character of your samples/sounds: Tweaking the ADSR sound envelope pattern. But to effectively modify the sound envelope pattern of a sample/sound and, subsequently, unleash even more flavor from your samples/sounds, it’s important to understand just what sound envelope refers to.
Every sound (dynamic tone) has three components: attack, sustain, and decay. Taken together these three components (parts or dimensions) are known as the sound envelope. (I should also point out that I like to extend the definition of sound envelope to mean: the entire span—from start to go—of a sound.) With regards to synthesis techniques—synthesizers/samplers—there is a fourth component, release; taken together these four components are known as the ADSR envelope. When you modify or remove any one or a combination of these ADSR components, the sound’s properties change, rendering an array of different effects. Thus, it’s important to understand what each component within the ASDR envelope represents, if you’re to modify them in ways that best serve your beats’ arrangements.
Attack Defined
Refers to the time/distance between a sound initiated—first struck or pressed, via a pad strike or a key pressed, etc.—and when it reaches it peak, the highest level/intensity of a sound. A sound’s attack can be fast or slow. This means that the closer the attack of a sound is to its peak, the faster its attack. Conversely, the further away the attack of a sound is from its peak, the slower its attack. Further note that sounds with a fast attack reach their sustain level quickly; while sounds with a slow attack take longer to reach their sustain level. For example, a sound like a kick or snare has a fast attack; while a sound like a multi-toned sample phrase has a slow attack. In fact, a sampled phrase without drum sounds (particularly kicks and snares) at its start point has a slower attack than a sampled phrase that does have drum sounds at its start point. As such, sampled phrases without drums at their start points often tolerate adjustments of the attack value very well, often producing interesting results, depending, of course, on the sound of the sample and the overall scope of the beat that you’re working on.
Decay Defined
Decay (or “decay time”) refers to the time it takes for a sound to fall from its attack level to its sustained level. “Rate of decay” describes how gradual a sound decays.
Sustain Defined
Sustain refers to the span of a sound that’s audible just after or nearest a sound’s peak (the highest level of a sound). In other words, sustain is what I like to call the “plateau level” of a sound; it’s the level where a sound assumes and maintains its steadiest level or main intensity. Although the sustain actually represents a slight drop off in level from the peak of a sound, it is the “meatiest” (steadiest, most sustained) part of a sound. So for instance, think of a 2-bar sample. The sustain is the level that is reached and maintained the longest during the duration of the sample.
Release Defined
Release refers to the time it takes for the sustain level of a sound to diminish to silence. In other words, it’s the rate at which a sound fades to silence after it’s played.
Modifying the ADSR Envelope
Modification of the ADSR settings not only affect the tone quality of a sound, it also affects how sounds “sit” with each other within a beat’s arrangement. This is an important point to consider with any sound, but when it comes to sample arrangements, it’s even more critical. Why? Because the more instruments/sounds within a sample, the more dynamic tones it will contain. And the more dynamic tones that exist, the more potential for customization/stylization.
Modifying the Attack
Because my style and sound calls for a lot of blending and rupturing of samples/sounds, attack is the most critical ADSR setting that I use. Hence, whenever I modify the ADSR settings on my Akai MPC 4000 or Akai S950, I always begin with the attack, using a method I call “pinching the attack”. “Pinching the attack” of the sample is the process of setting the attack value so that the very front end of the sample is “ruptured” or “cut” into a beat’s arrangement. Because I use the common technique of assigning multiple sampled phrases to various drum pads, I prefer to have more stylistic control over the ways in which the samples I use sound and move within and throughout an arrangement. By “pinching the attack,” I can make samples/sounds “spring”, “rupture”, or “fade” into my beats’ arrangements. For me this is important, because I like to protect the spaces of the samples/sounds that I use. By that I mean, I make arrangements wherein the harsh parts do not drown out or slam the subtle and smooth parts.
Something to Keep in Mind
In addition to the definition of attack that I offered above, I also think of attack in the sense that it controls the value of “fade” at the beginning of a sound. Therefore, the higher the attack value (up from 0), the less presence (force, impact) that the head (front part) of a sound makes.
Effective Uses for “Pinching the Attack”
“Pinching the Attack” is a great method to use when the start point/front end of a sample has a harsh beginning, like a kick drum beneath the non-drum sounds. In a case like this (which is common, because you can’t remove kicks from a sample that contains them), an increase of the attack value can affect the sample in a way that allows it to represent its tonal essence, without having it’s kick slamming with your own kicks and snares.
Now, some might say, ‘Why not just chop (truncate) more of the head of the sample?’ Well, I could do that (whenever suitable, I do). But if I were to simply to chop further into the start point, removing the part of the sample that has the kick in it, I lose part of the character of the sample’s beginning. “Pinching the Attack” allows me to retain the character of the sample (or as much as substantially possible), while “neutralizing” the disrupting kick. Modifying the attack level to the needed value (it’s different for each beat) allows me to hear exactly how much of the unwanted dynamic (in this case, the kick in the sample), fits with my beat’s design.
“Pinching the Attack” is also a great method to use when you want to create the effect of multiple samples/sounds spliced together. Remember, I also think of attack in the sense that it controls the value of “fade” at the beginning of a sound. Therefore, the higher the attack value (up from 0), the less presence (force, impact) that the head (front part) of a sound makes. Just as this understanding allows me to slam sounds together or rupture and cut them into an arrangement, it also allows me to create spliced effects as well.
Modifying the Sustain
Modifying the sustain value allows you to affect how long you want the sustain—the main intensity of a sound—to carry on. Normally, I make very little adjustments to the sustain setting. In fact, I modify the sustain only when I want to do a quick fade of the tail (back end) of a sample/sound or when I want to fade the tail of one sample/sound out so that another sample/sound can be faded in or spliced.
Modifying the Decay
In conjunction with the sustain modification as described above, I often tweak the decay when I want a sample/sound to fade out of a beat’s arrangement.
Modifying the Release
I modify the release to help prevent a sample/sound with harsh tones (i.e. kicks, snares, peak points of bass parts, etc.) from slamming or distorting the drum pattern of the beat I’m composing. In other words, I always modify the release along with the sustain in ways that make the beat’s elements mesh together and sound smoother.
Special Note
All of the modifications that I’ve described in this tutorial are circumstantial ADSR modifications that I make of samples/sounds that are already part of an arrangement. Although these tweaks can be performed on stand-alone samples/sounds (that is to say, sounds that are not yet incorporated into an arrangement), keep in mind that those samples/sounds will not sound “the same” as is, in their default state. For instance, you can increase the attack on a kick drum within a drum pattern, so as to decrease is punch/impact within a particular beat. But chances are, that kick drum, as a stand-alone sound with the tweaked attack, will sound thin and not much like a kick at all. This is why it’s always important to know the default properties of your samples/sounds as well as the particular types of customizations—ADSR modifications—that work for your style and sound.
Furthermore, I should point out that I view the processes that I’ve described in this tutorial as an extension of the chopping process in beatmaking. (For a more comprehensive discussion on chopping, check out The BeatTips Manual, chapter 7.) Also, you should keep in mind that different sample/sound spans (scopes) work best with different ADSR modifications. For instance, sound-stabs, 1-bar, 2-bar, and 4-bar sampled phrases will undoubtedly require different ADSR tweaks, depending, of course, on the drum patterns being used and the style and feel of the beat you’re composing.
Tutorial Music Example
The music example that I’ve included in this tutorial is a beat that I made called “Soulful.”
For “Soulful,” I “pinched the attack” to make the sample spring and rupture. I set the attack at 11 (which is a lot), the decay at (0); the sustain at 75, and the release at 30. Note: at the 0:30 mark, I solo the primary samples so you can clearly hear how I’ve cut, ruptured, and faded them.
P.S., I left open the drum pattern that I made, so feel free to sample the kick, snare, and hi-hat—all custom drum sounds!
The music below is presented here for the purpose of scholarship.
“Soulful” produced by Sa’id
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The BeatTips Manual by Sa'id.
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James Brown, Papa's Got a Brand New Bag (1965)
James Brown, Say It Loud - I'm Black and I'm Proud (1968)
The Meters, The Meters (1969)
Led Zeppelin, Led Zeppelin (1969)
Led Zeppelin, Led Zeppelin II (1969)
Curtis Mayfield, Curtis (1970)
Led Zeppelin, Led Zeppelin III (1970)
Led Zeppelin, Led Zeppelin IV (1971)
Aretha Franklin, Young, Gifted and Black (1972)
The Jimmy Castor Bunch, It's Just Begun (1972)
Harold Melvin & The Blue Notes, I Miss You (1972)
Led Zeppelin, Houses of the Holy (1973)
Stevie Wonder, Innervisions (1973)
The Beat (aka The English Beat), I Just Can't Stop It (1980)
The Beat (aka The English Beat), Wha'ppen (1981)
The Beat (aka The English Beat), Special Beat Service (1981)
LL Cool J, Radio (1985)
Marley Marl, In Control (1988)
Main Source, Breaking Atoms (1990)
Gang Starr, Step in the Arena (1991)
Dr. Dre, The Chronic (1992)
Nas, Illmatic (1994)
50 Cent, Get Rich or Die Tryin' (2003)
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